2c4b64e92a
After several different strategies, this one appears to work well. The basic test: 1) For a variety of drawing techniques, we render fixed size rectangles. (Solid colors via paint color, bitmap, etc...) 2) For each method in #1, we render to both an sRGB and WideGamutRGB offscreen surface. (AdobeRGB isn't wide enough to clearly demonstrate if things are working or not). 3) Use readPixels to fetch the raw (still in wide gamut) pixel data, then draw that directly to the final canvas. So, for each pair of squares, they should look clearly different. Currently, with the GPU backend, only the bicubic bitmap paths have that behavior. Adding more test cases (and fixing the ones that are already incorrect) will be the long tail of gamut transformation. Current output (with my other patchset, which fixes all bitmap draws): https://screenshot.googleplex.com/wsL3x7eCtWE.png BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2293173002 Review-Url: https://codereview.chromium.org/2293173002 |
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animations | ||
bench | ||
bin | ||
cmake | ||
debugger | ||
dm | ||
example | ||
experimental | ||
fuzz | ||
gm | ||
gn | ||
gyp | ||
include | ||
infra | ||
platform_tools | ||
resources | ||
samplecode | ||
site | ||
src | ||
tests | ||
third_party | ||
tools | ||
.gitignore | ||
.gn | ||
AUTHORS | ||
BUILD.gn | ||
codereview.settings | ||
CONTRIBUTING | ||
CQ_COMMITTERS | ||
DEPS | ||
Doxyfile | ||
gyp_skia | ||
gyp_skia.py | ||
LICENSE | ||
make.bat | ||
make.py | ||
Makefile | ||
OWNERS | ||
PRESUBMIT.py | ||
public.bzl | ||
README | ||
README.chromium | ||
skia.gyp | ||
whitespace.txt |
Skia is a complete 2D graphic library for drawing Text, Geometries, and Images. See full details, and build instructions, at https://skia.org.