This will enable the new path renderer in Skia. It is still disabled
in Chrome, to protect layout test results.
Note: this will cause minor pixel diffs in a number of GMs' GPU results,
including drawregionmodes, dstreadshuffle, smallarc, path-reverse,
bug339297, parsedpaths, zero_control_stroke, strokedlines, smallpaths,
circular_arcs_stroke_round, concavepaths, circular_arcs_stroke_square,
clipcubic, arcto, persp_shaders_aa, complexclip3_complex,
circular_arcs_stroke_and_fill_butt, complexclip_aa,
complexclip_aa_layer, complexclip_aa_invert, complexclip3_simple,
complexclip_aa_layer_invert, shadertext, shadertext2,
convex-lineonly-paths-stroke-and-fill, poly2poly, glyph_pos_h_b,
glyph_pos_h_f, glyph_pos_n_f, and glyph_pos_n_s.
Note: it also "fixes" crbug_640176, or more accurately, hides the
failure, since the default path renderer likely still has the bug.
BUG=642376
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2303743002
Review-Url: https://codereview.chromium.org/2303743002
* fixed a couple of spots where using { } instead of an explicit constructor call resulted in errors
* Type::Field had a deleted copy constructor and therefore was not working inside std::vector; had to remove const from fields and change fType from a reference to a pointer
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2300023002
Review-Url: https://codereview.chromium.org/2300023002
This is working towards fixing all bugs around simplifying the tiger.
This installment simplifies the point-t intersection list as it is built rather than doing the analysis once the intersections are complete. This avoids getting the list in an inconsistent state and makes coincident checks faster and more stable.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2237223002TBR=reed@google.com
BUG=skia:5131
Review-Url: https://codereview.chromium.org/2237223002
This seems to fix text extraction on Adobe Reader
- Registry/Ordering is now set to Skia/SkiaOrdering.
- Type3 fonts now get a FontDescriptor (force symbolic font).
- CMapName is now Skia-Identity-SkiaOrdering
- CMap behaves correctly for single-byte fonts.
Also:
- SkTestTypeface returns tounicode map for testing.
- Unit test updated
All PDFs render the same
BUG=skia:5606
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2292303004
Review-Url: https://codereview.chromium.org/2292303004
This is an approach to antialiased concave path rendering
on the GPU without using MSAA. It uses GrTessellator to
extract boundary contours from the given path, then
inflates by half a pixel in screen space each direction,
then renders the result with zero alpha on the outer
contour and one alpha on in the inner contour. This
requires two passes through the tessellation code: one
to extract the boundaries, then one to tessellate the
result.
This gives approximately a 3X improvement on the IE
chalkboard demo in non-MSAA mode, a 30-40% improvement
on MotionMark's "Fill Paths", and a ~3X improvement on
MotionMark's "canvas arcTo segments".
It works best for large, simple paths, so there's currently
a limit of 10 verbs in the onCanDrawPath() check. This
dovetails nicely with the distance field path renderer's
support for small, detailed (and cached) paths.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1152733009
NOTRY=true
Review-Url: https://codereview.chromium.org/1152733009
When we have a general layout, we need to always add a barrier even if
leaving the layout in general since we don't know what the use case for
general was with the old layout.
This doesn't seem to fix any of our synchronization issues which makes
sense since we don't really use a general layout much. The only place it
is used is for mipmap generation, but then we add explicit barriers in
that function itself and the first use of the image after mipmap generation
will change the layout to something other than general, usually SHADER_READ.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2298483002
Review-Url: https://codereview.chromium.org/2298483002
Reason for revert:
Causing asserts in GLPrograms test on Mac.
Original issue's description:
> Screenspace AA tessellated GPU path rendering.
>
> This is an approach to antialiased concave path rendering
> on the GPU without using MSAA. It uses GrTessellator to
> extract boundary contours from the given path, then
> inflates by half a pixel in screen space each direction,
> then renders the result with zero alpha on the outer
> contour and one alpha on in the inner contour. This
> requires two passes through the tessellation code: one
> to extract the boundaries, then one to tessellate the
> result.
>
> This gives approximately a 3X improvement on the IE
> chalkboard demo in non-MSAA mode, a 30-40% improvement
> on MotionMark's "Fill Paths", and a ~3X improvement on
> MotionMark's "canvas arcTo segments".
>
> It works best for large, simple paths, so there's currently
> a limit of 10 verbs in the onCanDrawPath() check. This
> dovetails nicely with the distance field path renderer's
> support for small, detailed (and cached) paths.
>
> BUG=skia:
> GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1152733009
>
> Committed: https://skia.googlesource.com/skia/+/9992bdef8ae97b3e5b109d278ccfab84c66bcbf0TBR=bsalomon@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/2299683002
This is an approach to antialiased concave path rendering
on the GPU without using MSAA. It uses GrTessellator to
extract boundary contours from the given path, then
inflates by half a pixel in screen space each direction,
then renders the result with zero alpha on the outer
contour and one alpha on in the inner contour. This
requires two passes through the tessellation code: one
to extract the boundaries, then one to tessellate the
result.
This gives approximately a 3X improvement on the IE
chalkboard demo in non-MSAA mode, a 30-40% improvement
on MotionMark's "Fill Paths", and a ~3X improvement on
MotionMark's "canvas arcTo segments".
It works best for large, simple paths, so there's currently
a limit of 10 verbs in the onCanDrawPath() check. This
dovetails nicely with the distance field path renderer's
support for small, detailed (and cached) paths.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1152733009
Review-Url: https://codereview.chromium.org/1152733009
This allows us to do copies from:
msaa->msaa with same sample count
msaa->no-msaa with a resolve
Still missing support for no-msaa to msaa which will require a copyAsDraw
which is currently stalled and fixing possible driver bugs.
BUG=skia:
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Review-Url: https://codereview.chromium.org/2294533002
This fixes this warning-as-error, so we don't have to stifle it any more:
error: 'register' storage class specifier is deprecated and incompatible with C++1z [-Werror,-Wdeprecated-register]
Tested by building for mipsel via GN.
BUG=skia:
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CQ_INCLUDE_TRYBOTS=master.client.skia:Test-Ubuntu-GCC-GCE-CPU-AVX2-x86_64-Release-SKNX_NO_SIMD-Trybot
Review-Url: https://codereview.chromium.org/2289293002
Verify the rules that we're converging on for surfaces:
- For 8888, we only support sRGB-like gamma, or no color space at all.
- For F16, we require a color space, with linear gamma.
- For all other formats, we do not support color spaces.
BUG=skia:
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Using the spinlock is only necessary when we multiple threads
might use a GrContext. Android uses the GrContext from a
single thread, so these locks are not needed.
This is a temporary fix until we can refactor to avoid
creating GrContexts in a global memory pool.
BUG=skia:5696
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Review-Url: https://codereview.chromium.org/2293633003
We don't need to syncronize the mapped memory writes to the buffer since
all CPU writes are already syncronized when we submit a command buffer. And we are using coherent memory for buffers so we don't need to call vkFlushMappedMemory
BUG=skia:
Review-Url: https://codereview.chromium.org/2289973002
Changes the Android shadow sample to use stroked roundrects when
we can (mainly if stroked geometry area < fill geometry area).
Also changes the setup for the overstroke geometry so that it computes
the correct distance to the outer edge.
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2283003003
Review-Url: https://codereview.chromium.org/2283003003
ANGLE is using the wrong external type (GL_HALF_FLOAT) when querying for
ReadPixels format, but it validates parameters to TexImage2D against the
correct type (GL_HALF_FLOAT_OES). Rather than introduce a lot of
complexity to work around the inconsistency, I'm just going to remove
support for now.
BUG=skia:
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Review-Url: https://codereview.chromium.org/2288233002