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authorGravatar Mike Klein <mtklein@chromium.org>2017-01-20 15:11:54 -0500
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-01-23 20:00:23 +0000
commit319ba3d3a177498095c31696e0aec8b3af25f663 (patch)
treebed59456eaf6d87a39eed79c33df5e3fe6921e8b /src/core/SkPM4fPriv.h
parent889176b3a3b5b71cc05c51dad3e7d2ddac610b7e (diff)
Move shader register setup to SkRasterPipelineBlitter.
We've been seeding the initial values of our registers to x+0.5,y+0.5, 1,0, 0,0,0,0 (useful values for shaders to start with) in all pipelines. This CL changes that to do so only when blitting, and only when we have a shader. The nicest part of this change is that SkRasterPipeline itself no longer needs to have a concept of y, or what x means. It just marches x through [x,x+n), and the blitter handles y and layers the meaning of "dst x coordinate" onto x. This ought to make SkSplicer a little easier to work with too. dm --src gm --config f16 srgb 565 all draws the same. Change-Id: I69d8c1cc14a06e5dfdd6a7493364f43a18f8dec5 Reviewed-on: https://skia-review.googlesource.com/7353 Reviewed-by: Herb Derby <herb@google.com> Commit-Queue: Mike Klein <mtklein@chromium.org>
Diffstat (limited to 'src/core/SkPM4fPriv.h')
-rw-r--r--src/core/SkPM4fPriv.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/core/SkPM4fPriv.h b/src/core/SkPM4fPriv.h
index a08f158deb..5a60409d84 100644
--- a/src/core/SkPM4fPriv.h
+++ b/src/core/SkPM4fPriv.h
@@ -147,7 +147,7 @@ static inline SkColor4f to_colorspace(const SkColor4f& c, SkColorSpace* src, SkC
append_gamut_transform(&p, scratch_matrix_3x4, src, dst);
p.append(SkRasterPipeline::store_f32, &color4f_ptr);
- p.run(0,0,1);
+ p.run(0,1);
}
return color4f;
}