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Issue 262803005: SkBitmapProcShader: if the bitmap already has a texture, just use it.

Created:
6 years, 7 months ago by Stephen White
Modified:
6 years, 2 months ago
Reviewers:
bsalomon_chromium
CC:
skia-review_googlegroups.com
Visibility:
Public.

Description

SkBitmapProcShader: if the bitmap already has a texture, just use it. BUG=367163

Patch Set 1 #

Unified diffs Side-by-side diffs Delta from patch set Stats (+10 lines, -2 lines) Patch
M src/core/SkBitmapProcShader.cpp View 2 chunks +10 lines, -2 lines 0 comments Download

Messages

Total messages: 5 (0 generated)
Stephen White
Brian: PTAL. Thanks!
6 years, 7 months ago (2014-05-01 15:15:47 UTC) #1
Stephen White
Now that I think about this some more, perhaps we need to check that the ...
6 years, 7 months ago (2014-05-01 15:17:02 UTC) #2
bsalomon
On 2014/05/01 15:17:02, Stephen White wrote: > Now that I think about this some more, ...
6 years, 7 months ago (2014-05-01 15:22:14 UTC) #3
Stephen White
On 2014/05/01 15:22:14, bsalomon wrote: > On 2014/05/01 15:17:02, Stephen White wrote: > > Now ...
6 years, 7 months ago (2014-05-01 15:30:21 UTC) #4
Stephen White
6 years, 2 months ago (2014-10-19 18:34:54 UTC) #5
On 2014/05/01 15:30:21, Stephen White wrote:
> On 2014/05/01 15:22:14, bsalomon wrote:
> > On 2014/05/01 15:17:02, Stephen White wrote:
> > > Now that I think about this some more, perhaps we need to check that the
> > > bitmap's texture has matching params.
> > 
> > The risk is that the bitmap is not a power-of-two, the npot extension isn't
> > available, and the shader wants to repeat/mirror the bitmap. In that case
we'd
> > have to go through the code path of stretching it to the next pot.
> 
> Right. That should be doable on-GPU, no?
> 
> The check seems to be made in get_texture_flags() in GrTexture.cpp; should we
> make
> this public? There doesn't seem to be a way of querying the texture for the
> params
> that were used to create it, but maybe we can cons up the flags using that
> function
> and compare the texture's flags against it?

Brian: dunno if you're still working on (or have finished) this, but this my
attempt to fix this issue (never landed).

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