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* Implemented wide gamut images for iOS Moved the surface to an extended range color format. * wrong gamma but default pixel format set to bgra10_xr * BGR10_XR add * format * updated todos * updated todo with information about pixel formats * switched logic for determining if we have a wide gamut image * cleaned up gamut math to match style and linked source * made the color attachment pixel format match the surface * updated vulkan format switch * removed comment * added enable disable switch * moved default to bgr10 for now since there is a bug where someone is still reading this, msaa? * fixed the decoder settings to make sure we don't lose wide gamut colors * fixed stored srgb gamut variable * fixed false lint * updated test * added ability to grab the surface data for tests * made the screenshot utility return the format * added width and height to the platform channel payload * fixed a couple of broken targets * moved back the default pixel buffer format * cleanup and add docstrings * made the surfacedata feature only available in debug builds * added decoding unit test * fixed objc tests * turned off by default * bdero feedback1 * bdero2 * bdero3 * fixed merge issue * removed using std::shared_ptr