Skip to content
This repository was archived by the owner on Feb 25, 2025. It is now read-only.

Conversation

@brianosman
Copy link
Contributor

No description provided.

@jason-simmons
Copy link
Member

LGTM

licenses_golden/licenses_third_party needs to be updated

@brianosman
Copy link
Contributor Author

Okay. I'm just going to wait for our infra team to double-check Fuschia.

@Hixie
Copy link
Contributor

Hixie commented Jun 23, 2017

You'll need to update the licenses again, sorry. I just checked in a change that will invalidate the licenses update you did.

Copy link
Member

@chinmaygarde chinmaygarde left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

lgtm if bots are fine.

@brianosman brianosman merged commit c920002 into flutter:master Jun 26, 2017
@brianosman brianosman deleted the roll-skia branch June 26, 2017 13:20
@tvolkert
Copy link
Contributor

It looks like this introduced a regression in shadow rendering. See the following animation of the before and after effects on card shadows:

skia-roll

@eseidelGoogle
Copy link
Contributor

I can't tell which of those are better? @jvanverth

@tvolkert
Copy link
Contributor

The corners of the cards look off to me, but I'm by no means an expert :-)

@jvanverth
Copy link
Contributor

This might be related to the changes I made to tweak colored shadows. I'll take a look.

@tvolkert
Copy link
Contributor

Here's how it affects rounded shadows:

rounded-button

@cbracken
Copy link
Member

cbracken commented Jun 28, 2017

Another example:
img_0415

vs this other one:
img_0417

@jvanverth
Copy link
Contributor

Is this running on software or GPU?

@cbracken
Copy link
Member

My screenshots were running on GPU (iPhone 7 plus device).

@tvolkert
Copy link
Contributor

My screenshots are from:

GLES: Google (VMware, Inc.), Android Emulator OpenGL ES Translator (Gallium 0.4 on llvmpipe (LLVM 3.5, 256 bits)), OpenGL ES 2.0 (3.0 Mesa 10.4.2 (git-))

@jvanverth
Copy link
Contributor

Thanks, that probably means it's not the geometric shadow cache. We made a lot of changes since the last time you've rolled so it's not clear which one could have caused it. I'll do a bisect and see what I can figure out.

@chinmaygarde
Copy link
Member

This doesn't require a roll back does it? This roll fixed a couple of issues.

@tvolkert
Copy link
Contributor

No, the changes are small enough that we can fix forward.

@jvanverth
Copy link
Contributor

I plugged in your lighting code into my test app and I'm not seeing any difference between the last roll and the current one. My guess is that this either has something to do with SKP playback (which I'm not sure if you're using or not) and/or the pixel ratio. The lighting code in PhysicalModelLayer doesn't seem to take the pixel ratio into account, which on higher-res displays could cause the sharpening you're seeing.

@eseidelGoogle
Copy link
Contributor

Sounds like it's time to move this conversation into a new bug. :) @tvolkert would you do the honor?

@tvolkert
Copy link
Contributor

Filed flutter/flutter#11035

Sign up for free to subscribe to this conversation on GitHub. Already have an account? Sign in.

Labels

Projects

None yet

Development

Successfully merging this pull request may close these issues.

9 participants