33deb7ed4d
SkCodec sets fRequiredFrame to be the earliest possible frame that a given frame can depend on. e.g. - Frame A fills the screen, Keep - Frame B does not cover A, Keep - Frame C covers B but not A, and is opaque Frame C can depend on either A or B. SkCodec already reports that C depends on A. This CL allows a client of SkCodec to use either A or B to create C. Also expose the DisposalMethod. Since any frame between A and C can be used to create C except for DisposePrevious frames, the client needs to be able to know the disposal method so they do not try to use such a frame to create C. Further, the disposal method can be used to give the client a better idea whether they will continue to need a frame. (e.g. if frame i is DisposePrevious and depends on i-1, the client may not want to steal i-1 to create i, since i+1 may also depend on i-1.) TODO: Share code for decoding prior frames between GIF and WEBP Change-Id: I91a5ae22ba3d8dfbe0bde833fa67ae3da0d81ed6 Reviewed-on: https://skia-review.googlesource.com/13722 Reviewed-by: Mike Reed <reed@google.com> Reviewed-by: Chris Blume <cblume@chromium.org> Reviewed-by: Matt Sarett <msarett@google.com> Commit-Queue: Leon Scroggins <scroggo@google.com> |
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.. | ||
angle2 | ||
cpu-features | ||
dng_sdk | ||
etc1 | ||
expat | ||
freetype/include/freetype-android | ||
freetype2 | ||
gif | ||
harfbuzz | ||
icu | ||
imgui | ||
jsoncpp | ||
libjpeg-turbo | ||
libmicrohttpd | ||
libpng | ||
libsdl | ||
libwebp | ||
lua | ||
native_app_glue | ||
piex | ||
sfntly | ||
spirv-headers | ||
spirv-tools | ||
vulkan/vulkan | ||
zlib | ||
BUILD.gn | ||
README | ||
third_party.gni |
The third_party directory contains a set of dependencies from outside sources that are needed to build various components and tools within Skia. Some of these dependencies reside within the Skia repo, while others are pulled from other repositories and placed in the third_party/externals directory during build. These external dependencies are defined in a DEPS file. Products in third_party are subject to their own respective license terms. The license for each project should be included in the source itself via a license header or file. If the source itself does not include a license header or file, create a README that refers to reliable documentation of the project's license terms on the web.