6b08652abf
With the GPU backend, allow F16 render targets to be created (along with any other renderable format). We were previously just falling back to 8888. In SampleApp, if the window configuration is F16, don't render directly to the primary surface (which is actually sRGB 8888). Intead, make an off-screen F16 surface, then blit it back to the framebuffer when we're done. In DM, clamp values outside of [0,1]. These were wrapping, producing very incorrect images. (Many filters can trigger out-of-range values due to ringing). BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1890923003 Review URL: https://codereview.chromium.org/1890923003 |
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DM.cpp | ||
DMGpuSupport.h | ||
DMJsonWriter.cpp | ||
DMJsonWriter.h | ||
DMSrcSink.cpp | ||
DMSrcSink.h | ||
DMSrcSinkAndroid.cpp | ||
DMSrcSinkAndroid.h |