60ec617eaa
This also connects a lot of the wires needed to use dynamic MSAA in vulkan. By using the framebuffer object in the render pass we can figure out the specific framebuffer we want in one place, GrVkGpu::onGetOpsRenderPass, and then the render pass itself doesn't need any explicit knowledge of dmsaa stuff. Bug: skia:11809 Change-Id: I3e4e71fa6f9536fdaf915d5369a2f8a24bf48c9b Reviewed-on: https://skia-review.googlesource.com/c/skia/+/397156 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Jim Van Verth <jvanverth@google.com> Commit-Queue: Greg Daniel <egdaniel@google.com> |
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android | ||
c | ||
codec | ||
config | ||
core | ||
docs | ||
effects | ||
encode | ||
gpu | ||
pathops | ||
ports | ||
private | ||
sksl | ||
svg | ||
third_party | ||
utils |