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authorGravatar Yuqian Li <liyuqian@google.com>2018-02-26 10:34:52 -0500
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-02-26 15:56:07 +0000
commitaad2ec69f32bad4eef0663600d606e4526488f16 (patch)
treea7f600513acc8ca4e0e944c27116ad169f131544
parentb68319a4b71a6be4655b00c49a4066df1aa429d4 (diff)
Revert "Do not return null paint if shaderFP is null"
This reverts commit 0d96175c97856d272d299c86577a34f825e810fc. Reason for revert: skia:7583 Also, LG probably doesn't really care about the original fix so we should be fine for reverting the CL. Original change's description: > Do not return null paint if shaderFP is null > > This fixes the ripple bug reported by LG: > https://b.corp.google.com/issues/68964656 > > In that bug, the button is so tall that our image shader returns > a null fragment processor because the height exceeds GL_MAX_TEXTURE_SIZE. > If we return null paint, the ripple is completely gone. This CL returns > a default paint so we can still see the ripple, and that matches HWUI's > behaviour. > > A GM will be added later after some other urgent Android ripple bug fixes. > > Bug: skia: > Change-Id: I9bcafc078916a6a15fbd84d2019f39ac88d2b2f8 > Reviewed-on: https://skia-review.googlesource.com/73200 > Commit-Queue: Yuqian Li <liyuqian@google.com> > Reviewed-by: Brian Salomon <bsalomon@google.com> TBR=egdaniel@google.com,bsalomon@google.com,liyuqian@google.com Bug: skia:7583 Change-Id: I0c8fe994bf0ae07d9f52eafee79adcfcbd0c6445 Reviewed-on: https://skia-review.googlesource.com/110200 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Yuqian Li <liyuqian@google.com> Commit-Queue: Yuqian Li <liyuqian@google.com>
-rw-r--r--src/gpu/SkGr.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/gpu/SkGr.cpp b/src/gpu/SkGr.cpp
index c4bbf487f8..37e4c8f430 100644
--- a/src/gpu/SkGr.cpp
+++ b/src/gpu/SkGr.cpp
@@ -364,6 +364,9 @@ static inline bool skpaint_to_grpaint_impl(GrContext* context,
shaderFP = std::move(*shaderProcessor);
} else if (const auto* shader = as_SB(skPaint.getShader())) {
shaderFP = shader->asFragmentProcessor(fpArgs);
+ if (!shaderFP) {
+ return false;
+ }
}
}