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6 changes: 5 additions & 1 deletion impeller/display_list/aiks_dl_vertices_unittests.cc
Original file line number Diff line number Diff line change
Expand Up @@ -12,6 +12,7 @@
#include "flutter/display_list/dl_color.h"
#include "flutter/display_list/dl_paint.h"
#include "flutter/testing/testing.h"
#include "impeller/display_list/dl_dispatcher.h"
#include "impeller/display_list/dl_image_impeller.h"

namespace impeller {
Expand Down Expand Up @@ -375,7 +376,10 @@ TEST_P(AiksTest, DrawVerticesWithInvalidIndices) {
builder.DrawRect(SkRect::MakeLTRB(0, 0, 400, 400), paint);
builder.DrawVertices(vertices, flutter::DlBlendMode::kSrc, paint);

ASSERT_TRUE(OpenPlaygroundHere(builder.Build()));
AiksContext renderer(GetContext(), nullptr);
std::shared_ptr<Texture> image =
DisplayListToTexture(builder.Build(), {1024, 768}, renderer);
EXPECT_TRUE(image);
}

// All four vertices should form a solid red rectangle with no gaps.
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10 changes: 2 additions & 8 deletions lib/ui/painting/paint.cc
Original file line number Diff line number Diff line change
Expand Up @@ -71,14 +71,8 @@ DlColor ReadColor(const tonic::DartByteData& byte_data) {
// Invert alpha so 0 initialized buffer has default value;
float alpha = 1.f - float_data[kColorAlphaIndex];
uint32_t colorspace = uint_data[kColorSpaceIndex];
(void)colorspace;
uint32_t encoded_color =
static_cast<uint8_t>(std::round(alpha * 255.f)) << 24 | //
static_cast<uint8_t>(std::round(red * 255.f)) << 16 | //
static_cast<uint8_t>(std::round(green * 255.f)) << 8 | //
static_cast<uint8_t>(std::round(blue * 255.f)) << 0;
// TODO(gaaclarke): Pass down color info to DlColor.
return DlColor(encoded_color);
return DlColor(alpha, red, green, blue,
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Shower thought, don't we need to do any color space conversions to RGBA/extend RGBA here? Or should we do that in dispatch based on the destination surface?

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The last PR added DlColor::withColorSpace for this conversion. The next PR is an integration test that makes sure everything works. It's been a couple of weeks since I tested the whole flow. It's possible it got lost in all this juggling. Let me double check I didn't lose it, because I'm not seeing a call to DlColor::withColorSpace anymore.

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You are correct, sir, reintroduced. When's that monorepo coming again?

static_cast<DlColorSpace>(colorspace));
}
} // namespace

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3 changes: 0 additions & 3 deletions testing/impeller_golden_tests_output.txt
Original file line number Diff line number Diff line change
Expand Up @@ -614,9 +614,6 @@ impeller_Play_AiksTest_DrawVerticesTextureCoordinatesWithFragmentShaderNonZeroOr
impeller_Play_AiksTest_DrawVerticesTextureCoordinatesWithFragmentShader_Metal.png
impeller_Play_AiksTest_DrawVerticesTextureCoordinatesWithFragmentShader_OpenGLES.png
impeller_Play_AiksTest_DrawVerticesTextureCoordinatesWithFragmentShader_Vulkan.png
impeller_Play_AiksTest_DrawVerticesWithInvalidIndices_Metal.png
impeller_Play_AiksTest_DrawVerticesWithInvalidIndices_OpenGLES.png
impeller_Play_AiksTest_DrawVerticesWithInvalidIndices_Vulkan.png
impeller_Play_AiksTest_EmptySaveLayerIgnoresPaint_Metal.png
impeller_Play_AiksTest_EmptySaveLayerIgnoresPaint_OpenGLES.png
impeller_Play_AiksTest_EmptySaveLayerIgnoresPaint_Vulkan.png
Expand Down