Motivation: reduce code complexity.
SkCanon stores SkPDFShader::State next to SkDFObject, not inside.
many places use sk_sp<T> rather than T* to represent ownership.
SkPDFShader::State no longer holds bitmap.
SkPDFShader::State gets move constructor, no longer heap-allocated.
Classes removed:
SkPDFFunctionShader
SkPDFAlphaFunctionShader
SkPDFImageShader
BUG=skia:
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If you want to try this out, the DOCS_PREVIEW link is a quickstart.
Are the GrGLCreateNativeInteface_* meant to be part of Skia-the-library
or just used by testing tools? I've got it written here as tool-only,
but we could easily move it to libskia if it's a thing we want to ship.
I'm honestly not sure I understand how this linked before without a definition
of GrGLCreateNativeInterface(). Or are there two, one real and one no-op
default with some sort of weak linking setup? dlopen()?
BUG=skia:
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Break Skia recipe module into:
- skia_vars: defines and stores variables (eg. paths)
- skia_step: utilities for running Skia steps
- skia_flavor: flavor-specific stuff
- skia: top-level setup, checkout, test/perf steps, etc etc
This establishes a saner dependency structure for the recipes; skia_vars
is at the bottom level, skia_step depends on it, skia_flavor depends on
both of them, skia depends on all of the above, and the recipes
themselves may depend on any or all of them.
Next steps:
- Merge buildbot_spec into skia_vars
- Move test_steps and perf_steps from skia recipe_module into
swarm_test and swarm_perf recipes
- Cleaner checkout_steps process
BUG=skia:5578
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exec_script runs every time gn does, which is explicitly on every one of our
bot runs. That should be enough to obviate the .git/logs/HEAD hack.
Easiest way to do this was to swap around find.py's argument order to allow
multiple search directories. This is the root of all the .gyp changes.
This moves the blacklist into BUILD.gn, which I think is nice.
It expands it a little as we're now searching recursively, into include/gpu/vk
which we can't include safely without the Vulkan SDK.
BUG=skia:
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(1) Performance is better or stays the same.
(2) Code is split into functions (RasterPipeline-ish
design). IMO, it's not really more or less readable.
But I think it's now much easier add capabilities,
apply optimizations, or do more refactors. Or to
actually use RasterPipeline. I help back from trying
any of these to try to keep this CL sane.
BUG=skia:
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These files have been renamed and exist only as stubs for transition
reasons. Remove these now unused stubs.
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These files are now so badly misnamed that it is causing problems.
The original files are kept as shells until Chromium and PDFium can
be updated. After Chromium and PDFium builds are updated, the old
files will be removed and the cmake and bzl builds will be updated.
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Lessons learned
1. ImageShader (correctly) always compresses (typically via PNG) during serialization. This has the surprise results of
- if the image was marked opaque, but has some non-opaque pixels (i.e. bug in blitter or caller), then compressing may "fix" those pixels, making the deserialized version draw differently. bug filed.
- 565 compressess/decompresses to 8888 (at least on Mac), which draws differently (esp. under some filters). bug filed.
2. BitmapShader did not enforce a copy for mutable bitmaps, but ImageShader does (since it creates an Image). Thus the former would see subsequent changes to the pixels after shader creation, while the latter does not, hence the change to the BlitRow test to avoid this modify-after-create pattern. I sure hope this prev. behavior was a bug/undefined-behavior, since this CL changes that.
BUG=skia:5595
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