Thank you for the response! By upvote, do you mean a thumbs-up?
When I tried clang for UWP last, there were some issues
I'll give clang a go for UWP sometime and see how it goes
maybe the issues are fixed
i think it might have had to do with the fact that UWP is not statically linked
or something eird
Good deal, I just did that. I can get around the issue for now, but I would like users to be able to upload and rotate pictures in the future if possible.
@mattleibow Will we get another preview package with Vulkan bits after Clang 10 gets merged?
releasing one now
my apple certs have expired or something, so I was fighting with the CI gods
i lost of course
now i need to figure out why CI wont even run
but, pushing out the latest on develop now
oh, it's done
let me write some tweets
This is going to be the new face of SkiaSharp
not yet in this release, but the assets are in and ready
@mattleibow This alpha 8 is built using clang 9 or 10??
Was there any perf difference between 9 and 10?
Havent actually done any testing
Ah, I was just wondering
let me push that PR build and you can try any tests
ah, that is the old code
let me first update
@MarchingCube I am pushing a version that uses Clang 10 right now... v2.80.0-pr.1286.3
Both for Win32 and Linux
@Gillibald You were using clang 10? Did you notice anything?
@Gillibald rather... not sure what happened to that link
Can't really tell if there was a difference. I don't expect anything to change much.
@mattleibow does Skia(Sharp) support a form of dirty rect invalidation? I have a large canvas and on an update i don't want to redraw every element on it, just a region where the update happens. very much like the new icon btw ;-)
In my scenario for an SKCanvasView, clipping is quicker than a full canvas redraw most of the time. However, it can end up being slower if you have enough dirty rects that cover enough area (even if they don't cover the whole canvas). Perhaps SKGLView clipping is faster though.