Commit 15878c5
csmartdalton
More android tuning for PowerVR
* Rearrange the GLSL in unmultiply() to a configuration that doesn't hang on PowerVR, or cause a compile failure with no message.
* Make sure to always either update or preserve the clip & coverage buffers, even if ENABLE_CLIPPING isn't defined for the current draw.
* Don't use GL_KHR_debug on PowerVR. It can cause shader compiles to take 30+ seconds.
* Support 32-bit android arch in check_golds.sh & deploy_tests.py.
* Reverse histogram sorting order so bad matches come up first.
* Simple bugfixes.
Diffs=
3c322193bf More android tuning for PowerVR (#8747)1 parent b3f38ac commit 15878c5
2 files changed
+2
-2
lines changed| Original file line number | Diff line number | Diff line change | |
|---|---|---|---|
| |||
1 | | - | |
| 1 | + | |
Submodule rive-runtime updated 14 files
- .rive_head+1-1
- renderer/src/gl/pls_impl_ext_native.cpp-4
- renderer/src/shaders/common.glsl+4-4
- renderer/src/shaders/draw_image_mesh.glsl+1-2
- renderer/src/shaders/draw_path.glsl+2-1
- renderer/src/shaders/glsl.glsl+2-2
- renderer/src/shaders/hlsl.glsl+1
- renderer/src/shaders/metal.glsl+1
- renderer/src/shaders/rhi.glsl+1
- tests/check_golds.sh+13-11
- tests/common/testing_window_egl.cpp+7-2
- tests/deploy_tests.py+30-17
- tests/diff.py+3-1
- tests/image_diff.py+2-2
0 commit comments