2eae8e53ba
This adds `shader && paint alpha < 1.0f` to the blitter Key, so we'll generate and cache two different programs based on that bit. I put a little bit of effort into a different approach, wrapping the shader with a new shader that modulates by paint alpha when paint alpha is less than one. This should work, but I realized that it would break caching, since we're caching based on shader identity. (Not really break, but make it ineffective.) I've added some notes about cache keys in general, and that this wrapper approach would make caching less effective is I think enough to make me want to work out a "identify yourself except for uniforms" protocol for shaders (really effects, eventually color filters will need it too). Change-Id: I1a2a490657bf7442e79f87d80968302720265f7d Reviewed-on: https://skia-review.googlesource.com/c/skia/+/251775 Reviewed-by: Mike Klein <mtklein@google.com> Commit-Queue: Mike Klein <mtklein@google.com> |
||
---|---|---|
.. | ||
android | ||
atlastext | ||
c | ||
codec | ||
core | ||
effects | ||
fonts | ||
gpu | ||
image | ||
images | ||
lazy | ||
opts | ||
pathops | ||
ports | ||
sfnt | ||
shaders | ||
sksl | ||
svg | ||
utils | ||
xml | ||
xps |