commit | 2331a5f2e061254206510cf8ab59e16f8c4921a2 | [log] [tgz] |
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author | brianosman <brianosman@google.com> | Wed Sep 28 14:02:10 2016 -0700 |
committer | Commit bot <commit-bot@chromium.org> | Wed Sep 28 14:02:10 2016 -0700 |
tree | 563ec8b4aa58c04c9c028fa261c6742b721b9ac5 | |
parent | f8d2c8df477fdc3160e5666ff7ce84746180f3d4 [diff] |
Tag checkerboard bitmaps as sRGB Significantly reduces the diff between legacy and sRGB/F16 on about 25 GMs. This is just the biggest piece of low-hanging fruit. Many GMs create N32 raster surfaces to procedurally generate source textures, and I'd like to fix all of them. It's much easier to reason about the GMs (is sRGB doing the right thing) when everything is tagged like this - the only expected differences are due to filtering and blending. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2368933003 Committed: https://skia.googlesource.com/skia/+/fe843cea499ba163d53281425af210b1887d28e7 Review-Url: https://codereview.chromium.org/2368933003