Instead of manually maintaining them, which is error prone.
Change-Id: If78a564e4afe238d195b952fea276154b2e12b06
No-Try: true
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/449917
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: Joe Gregorio <jcgregorio@google.com>
Change-Id: If3e838f22f1b99fd7a3b1c6bca0affd39f5573b0
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/449843
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: Eric Boren <borenet@google.com>
The existing define wasn't being used to compile :skia
(but it is for building the fuzzer code).
After this lands, oss-fuzz will be updated to set that
flag too. https://github.com/google/oss-fuzz/pull/6462
The change to SkTypes.h is to remove bit-rotted code that
prevents oss-fuzz from working.
Change-Id: I95b48d76dd3878d04ba3a5d021359ca200c20a0c
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/449576
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Skia bots build and test on iOS with a minimum of iOS 11. Chrome
currently requires 13 and other internal users are at minimum 11. While
Skia may currently build with older minimum targets (currently back to
iOS 8, though shortly will require iOS 9) it is not tested on versions
older than 11.
Change-Id: I34305438caccd4f990904a4cc4dcdff2c64b6cc5
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/447717
Reviewed-by: Heather Miller <hcm@google.com>
Commit-Queue: Ben Wagner <bungeman@google.com>
- Use .eval() in all example fiddles
- Add some more explanation of how the parts of a draw/paint contribute
to the GPU fragment shader.
Bug: skia:12302
Change-Id: Ib69b9af39368c980e1aa9206af585f26498d083e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/445640
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
Also update RELEASE_NOTES to describe new syntax.
Change-Id: I2666551b98f80b61ae3a48c92a9e306cdc7242b0
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/444735
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
Bug: skia:12302
Change-Id: I8cf958acf9214d0de903a4097647afd74f2a659e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/441541
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
With M93 Chromium is dropping support for older Linux distributions.
The new minimum requirements are Ubuntu 18.04+, Debian 10+,
openSUSE 15.2+, or Fedora Linux 32+. Update Skia's minimum requirements
to match.
Change-Id: I280a0790d4ee4d803bc15e2e29828be692ea934e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/428983
Commit-Queue: Ben Wagner <bungeman@google.com>
Commit-Queue: Heather Miller <hcm@google.com>
Reviewed-by: Heather Miller <hcm@google.com>
canvas.flush() was removed. This updates all examples to
use surface.requestAnimationFrame(), which is cleaner.
Change-Id: I79fa308dc321865318b7f5d4723f3f803c0b071a
No-Try: true
Docs-Preview: https://skia.org/?cl=414856
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/414856
Reviewed-by: Herb Derby <herb@google.com>
Lighting isn't quite right, but this is far better than nothing.
Change-Id: I5ad663be01554da68d878a383855cd719a9952f2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/399338
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
The old factory is deprecated. The new factory does stricter checking on
the signature of main and calls to sample - verifying that the SkSL is
valid as an SkShader (vs SkColorFilter) at effect creation time.
Bug: skia:11813
Change-Id: I8d70f81b5c3fa78b05add1b591caf1d26dd70402
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/399077
Reviewed-by: Kevin Lubick <kjlubick@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
This is another strange, experimental feature that clutters the
implementation and isn't used by anyone (to my knowledge).
Change-Id: I538b7eca0cd28aab32f4739b23459731ade9105e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/398226
Commit-Queue: John Stiles <johnstiles@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
Includes a general explanation of device vs. local, how shaders don't
move with geometry, and how to use canvas transforms. Also shows
localMatrix on an SkShader. Finally, links to that from the SkSL page,
and adds SkSL-specific notes about coordinates.
Bug: skia:11763
Change-Id: I31462aff66ff8514392098b972a10e7c96e4f254
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/393516
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Aiming to describe the interesting ways that we diverge from GLSL,
focused on semantics, not syntax. Left a placeholder for coordinates,
putting together good examples for things takes time, so I want to land
this in pieces.
Preview: https://skia.org/user/sksl?cl=386797
Bug: skia:11763
Change-Id: I4608774ad2896b4f2bd386e7d03065e380945861
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/386797
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
Change-Id: Iafa06188478991896269aa10f4a681a27e55d24e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/368811
Commit-Queue: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
Auto-Submit: Brian Osman <brianosman@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Change-Id: Ic53dc7ecab1b44761fe06e6b528864d24cc5fa58
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/363940
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
The equivalent functionality is available in
include/effects/SkImageFilters.h via SkImageFilters::MatrixTransform.
Bug: skia:11230
Change-Id: I77b78d508d653a32c913a7599f1004ab634e3e6d
Docs-Preview: https://skia.org/?cl=361497
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/361497
Commit-Queue: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Mike Reed <reed@google.com>
Auto-Submit: Michael Ludwig <michaelludwig@google.com>
Reviewed-by: Mike Reed <reed@google.com>
Document why mask gamma, optical sizing, and contrast hacks are used and
where. In addition to documentation this also justifies where contrast
settings should be placed in the API.
Change-Id: I8c67d800a95e62360a88c815d3224e0c05ed65c4
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/356305
Reviewed-by: Herb Derby <herb@google.com>
Commit-Queue: Ben Wagner <bungeman@google.com>
This enforces an even stricter version of the rules from GLSL ES 1.0
Appendix A, Section 5. Essentially, indices (to arrays, vectors,
matrices) must be made of literals, loop indices, and expressions made
of those two.
Bug: skia:10837
Bug: skia:11096
Change-Id: I437a5ed64da58e24d5991ddbde68859f5214e98b
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/354665
Commit-Queue: Brian Osman <brianosman@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
Also fix a crash if you try to play an effect that has never compiled
correctly. (After the first compile, the arrays were always large enough
to set "dt" -- this code is all going to be reworked soon for SkVM, but
I hit this while diagnosing the type coercion error).
Change-Id: I5bfab539c7304bde2da36b0b0604991d5b5b303a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/354660
Reviewed-by: Kevin Lubick <kjlubick@google.com>
Reviewed-by: John Stiles <johnstiles@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
I'm going to remove this feature to simplify migration to skvm.
fireworks was updated to work without it. raincloud is fairly complex,
and not that attractive, so it's just being deleted.
Change-Id: Id2d5cd490baa7bae627002f41edf7522c8bdfcd8
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/353076
Reviewed-by: Kevin Lubick <kjlubick@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>