The main goal of this refactorization is to allow Vulkan to use separate
sampler and texture objects in the shader and descriptor sets and combine
them into a sampler2d in the shader where needed.
A large part of this is separating how we store samplers and uniforms in the
UniformHandler. We no longer need to store handles to samplers besides when
we are initially emitting code. After we emit code all we ever do is loop over
all samplers and do some processor independent work on them, so we have no need
for direct access to individual samplers.
In the GLProgram all we ever do is set the sampler uniforms in the ctor and never
touch them again, so no need to save sampler info there. The texture access on
program reuse just assume that they come in the same order as we set the texture
units for the samplers
For Vulkan, it is a similar story. We create the descriptor set layouts with the samplers,
then when we get new textures, we just assume they come in in the same order as we
set the samplers on the descriptor sets. Thus no need to save direct vulkan info.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1885863004
Committed: https://skia.googlesource.com/skia/+/45b61a1c4c0be896e7b12fd1405abfece799114f
Review URL: https://codereview.chromium.org/1885863004
The API and implementation are very much simplified.
You may not want to bother reading the diff.
As is our trend, SkOnce now uses <atomic> directly.
Member initialization means we don't need SK_DECLARE_STATIC_ONCE.
SkSpinlock already works this same way.
All uses of the old API taking an external bool* and Lock* were pessimal,
so I have not carried this sort of API forward. It's simpler, faster,
and more space-efficient to always use this single SkOnce class interface.
SkOnce weighs 2 bytes: a done bool and an SkSpinlock, also a bool internally.
This API refactoring opens up the opportunity to fuse those into a single
three-state byte if we'd like.
No public API changes.
TBR=reed@google.com
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1894893002
Review URL: https://codereview.chromium.org/1894893002
recent changes to text rendering.
Uses linear coverage falloff. Produces results that are perceptually more
similar to L32 (raster and gpu). Smoothstep + sRGB was too soft.
Plumb the gamma-correctness via DrawPathArgs, which also paves the way for
other path rendering implementations to easily make decisions about rendering
technique based on that flag.
Fix a few typos and formatting issues from my most recent change.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1889453002
Review URL: https://codereview.chromium.org/1889453002
Reworks GrGLGpu to track GL buffer state based on the unique
GrGpuResource ID. This eliminates the need to notify the gpu object
whenever a buffer is deleted.
This change also allows us to remove the type specifier from GrBuffer.
At this point a buffer is just a chunk of memory, and the type
given at creation time is just a suggestion to the GL backend about
which target to bind to for updates.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1854283004
Review URL: https://codereview.chromium.org/1854283004
Also added SkSurfaceProps to SkSpecialImage, so that Image -> Surface conversion can preserve the desired behavior during filtering.
Many small changes, including a bunch of comments about places where we may be losing information right now. My approach was to ensure that if anything fails, it will always fall back to "legacy" mode - gamma-correctness is opt-in, so I'll just have to feed things through as missing cases are exposed.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1838953007
Review URL: https://codereview.chromium.org/1845283003
Reason for revert:
Lots of Android redness
Original issue's description:
> Consolidate GPU buffer implementations
>
> Consolidates all the different buffer implementations into a single
> GrBuffer class. This will allow us to add new buffer types, use DSA in
> OpenGL, track buffer bindings by unique ID, cache buffers without
> respect to the type of data they have been used for previously, etc.
> This change is strictly a refactor; it introduces no change in
> functionality.
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1825393002
>
> Committed: https://skia.googlesource.com/skia/+/8b1bff29675afd25843439eade634a57f68fe16fTBR=bsalomon@google.com,egdaniel@google.com,jvanverth@google.com,cdalton@nvidia.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1831133004
sRGB support now also requires GL_EXT_texture_sRGB_decode, which allows
us to disable sRGB -> Linear conversion when reading textures. This gives
us an easy way to support "legacy" L32 mode. We disable decoding based on
the pixel config of the render target. Textures can override that behavior
(specifically for format-conversion draws where we want that behavior).
Added sBGRA pixel config, which is not-really-a-format. It's just sRGBA
internally, and the external format is BGR order, so TexImage calls will
swizzle correctly. This lets us interact with sRGB raster surfaces on BGR
platforms.
Devices without sRGB support behave like they always have: conversion from
color type and profile type ignores sRGB and always returns linear pixel
configs.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1789663002
Review URL: https://codereview.chromium.org/1789663002
Reason for revert:
We're getting sRGB non-8888 configs?
Original issue's description:
> sRGB support in Ganesh. Several pieces:
>
> sRGB support now also requires GL_EXT_texture_sRGB_decode, which allows
> us to disable sRGB -> Linear conversion when reading textures. This gives
> us an easy way to support "legacy" L32 mode. We disable decoding based on
> the pixel config of the render target. Textures can override that behavior
> (specifically for format-conversion draws where we want that behavior).
>
> Added sBGRA pixel config, which is not-really-a-format. It's just sRGBA
> internally, and the external format is BGR order, so TexImage calls will
> swizzle correctly. This lets us interact with sRGB raster surfaces on BGR
> platforms.
>
> Devices without sRGB support behave like they always have: conversion from
> color type and profile type ignores sRGB and always returns linear pixel
> configs.
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1789663002
>
> Committed: https://skia.googlesource.com/skia/+/9e3f1bf4e5cd8fc59554f986f36d6b034e99f9ebTBR=reed@google.com,bsalomon@google.com,robertphillips@google.com
# Skipping CQ checks because original CL landed less than 1 days ago.
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Review URL: https://codereview.chromium.org/1814533003
sRGB support now also requires GL_EXT_texture_sRGB_decode, which allows
us to disable sRGB -> Linear conversion when reading textures. This gives
us an easy way to support "legacy" L32 mode. We disable decoding based on
the pixel config of the render target. Textures can override that behavior
(specifically for format-conversion draws where we want that behavior).
Added sBGRA pixel config, which is not-really-a-format. It's just sRGBA
internally, and the external format is BGR order, so TexImage calls will
swizzle correctly. This lets us interact with sRGB raster surfaces on BGR
platforms.
Devices without sRGB support behave like they always have: conversion from
color type and profile type ignores sRGB and always returns linear pixel
configs.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1789663002
Review URL: https://codereview.chromium.org/1789663002