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authorGravatar Brian Osman <brianosman@google.com>2018-07-30 14:36:53 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-07-30 19:06:48 +0000
commit3ebd354730ea9590bf233deccfc24982ffe48a98 (patch)
treef9cef509dc7ccb769332cbbf740bfdbcead6dac8 /gm
parenta78b6dcb82d2f6c940e9c0a6bc14853f846344d0 (diff)
For TextureOp + Alpha texture, xform paint color to dest color space
This is an unfortunate amount of plumbing for this, but benchmarks confirm that we're better off doing this work in the vertex shader (with a ubyte attribute) than using a float4 attribute. Change-Id: I358d330ee452ea0a89cdd725019c8df2686036a0 Reviewed-on: https://skia-review.googlesource.com/144351 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
Diffstat (limited to 'gm')
-rw-r--r--gm/clockwise.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/gm/clockwise.cpp b/gm/clockwise.cpp
index 0ca6e0a567..00bc47ecda 100644
--- a/gm/clockwise.cpp
+++ b/gm/clockwise.cpp
@@ -168,7 +168,7 @@ void ClockwiseGM::onDraw(SkCanvas* canvas) {
GrSamplerState::Filter::kNearest, 0xffffffff, {0,0,100,200},
{100,0,200,200}, GrAA::kNo,
SkCanvas::SrcRectConstraint::kStrict_SrcRectConstraint, SkMatrix::I(),
- nullptr);
+ nullptr, nullptr);
}
// Draw the test to an off-screen, bottom-up render target.
@@ -183,7 +183,7 @@ void ClockwiseGM::onDraw(SkCanvas* canvas) {
GrSamplerState::Filter::kNearest, 0xffffffff, {0,0,100,200},
{200,0,300,200}, GrAA::kNo,
SkCanvas::SrcRectConstraint::kStrict_SrcRectConstraint, SkMatrix::I(),
- nullptr);
+ nullptr, nullptr);
}
}