0b8bb88cbb
When in GL backend, adds a "Shaders" section to the debug menu. "Load" scrapes all of the vertex and fragment shaders being used, then displays them. They can be edited, and "Save" pushes the results. Note: It is trivial to trigger an assert by saving a shader that doesn't compile. I'd like to make the program builder more robust in a follow-up CL, to fall back to the "real" SkSL, not draw, or something along those lines. Change-Id: I841fe2ee76a3c2eae58b64ef587fcbe25b95cc7e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/206905 Reviewed-by: Greg Daniel <egdaniel@google.com> Commit-Queue: Brian Osman <brianosman@google.com> |
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angle2 | ||
cpu-features | ||
dng_sdk | ||
etc1 | ||
expat | ||
freetype2 | ||
gif | ||
harfbuzz | ||
icu | ||
imgui | ||
libjpeg-turbo | ||
libmicrohttpd | ||
libpng | ||
libsdl | ||
libwebp | ||
lua | ||
native_app_glue | ||
Nima-Cpp | ||
opencl | ||
piex | ||
sfntly | ||
skcms | ||
spirv-headers | ||
spirv-tools | ||
vulkanmemoryallocator | ||
wuffs | ||
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.