Change-Id: I700b7c0461475062ac66712cc29070f150cf777d
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/202315
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Change-Id: Ieac05047826b1fb80950d65573d38494a1a5c5e7
Reviewed-on: https://skia-review.googlesource.com/148383
Commit-Queue: Hal Canary <halcanary@google.com>
Commit-Queue: Ben Wagner <bungeman@google.com>
Auto-Submit: Hal Canary <halcanary@google.com>
Reviewed-by: Ben Wagner <bungeman@google.com>
What is left of the SkView system is used only by samples or viewer.
As a result, move it out of the Skia source tree and re-organize so it
is a bit easier to understand and use more shared code.
Move samplecode/ClockFaceView.cpp to samplecode/SampleTextEffects.cpp,
sice that's what's actually in it.
Move SkAnimTimer.h to tools/timer, since it's actually shared between gm
and samples.
Change-Id: I55dafd94c64e4f930ddbd19168e0f812af86c455
Reviewed-on: https://skia-review.googlesource.com/146161
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Ben Wagner <bungeman@google.com>
On certain iOS devices half has a mantissa of only 10 bits, which is not
enough to perform the floating point trickery to get the lower bits
out of the "texture coordinates". Instead we use int if available, and
float if not available.
Also re-enables multitexturing for iOS and adds a sample which
stresses the issue, and a version of fontcache that tests multitexturing.
Bug: skia:7285
Change-Id: Ia541b6a418c1860c941071750ceb26459eb846ea
Reviewed-on: https://skia-review.googlesource.com/99800
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>
This reverts commit 999ec57291.
Reason for revert: Causing issues with NexusPlayer Vulkan.
Original change's description:
> Use int when possible to calculate atlas indices in shaders.
>
> On certain iOS devices half has a mantissa of only 10 bits, which is not
> enough to perform the floating point trickery to get the lower bits
> out of the "texture coordinates". Instead we use int if available, and
> float if not available.
>
> Also re-enables multitexturing for iOS and adds a sample which
> stresses the issue.
>
> Bug: skia:7285
> Change-Id: I365532c7cbbcca7c7753af209bef46e05be49e11
> Reviewed-on: https://skia-review.googlesource.com/71181
> Reviewed-by: Brian Salomon <bsalomon@google.com>
> Commit-Queue: Jim Van Verth <jvanverth@google.com>
TBR=jvanverth@google.com,bsalomon@google.com,robertphillips@google.com
Change-Id: I82801a73a2a8067588049b213f010ff25f4014f3
No-Presubmit: true
No-Tree-Checks: true
No-Try: true
Bug: skia:7285
Reviewed-on: https://skia-review.googlesource.com/74001
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>
On certain iOS devices half has a mantissa of only 10 bits, which is not
enough to perform the floating point trickery to get the lower bits
out of the "texture coordinates". Instead we use int if available, and
float if not available.
Also re-enables multitexturing for iOS and adds a sample which
stresses the issue.
Bug: skia:7285
Change-Id: I365532c7cbbcca7c7753af209bef46e05be49e11
Reviewed-on: https://skia-review.googlesource.com/71181
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>