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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atlastext | ||
gl | ||
mock | ||
mtl | ||
vk | ||
FenceSync.h | ||
GpuTimer.h | ||
GrContextFactory.cpp | ||
GrContextFactory.h | ||
GrTest.cpp | ||
MemoryCache.cpp | ||
MemoryCache.h | ||
ProxyUtils.cpp | ||
ProxyUtils.h | ||
TestContext.cpp | ||
TestContext.h | ||
YUVUtils.cpp | ||
YUVUtils.h |