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authorGravatar egdaniel <egdaniel@google.com>2014-11-12 08:35:25 -0800
committerGravatar Commit bot <commit-bot@chromium.org>2014-11-12 08:35:25 -0800
commit605dd0fbce9dbb2a0d3313e13e161f2bd54870d7 (patch)
treeee19a010a90d3b29baebbf50f5b1221923d3371b /src/effects/SkAlphaThresholdFilter.cpp
parente4bf793120d3bfc9b003d11880a3fb73ff2b89e9 (diff)
Move GrInvariantOutput out of GrProcessor and into its own class.
This will help with the ability to subclass, add to, etc. GrInvariantOutput. Also it was simply getting a little too big to be a "supporting" subclass BUG=skia: Review URL: https://codereview.chromium.org/699943003
Diffstat (limited to 'src/effects/SkAlphaThresholdFilter.cpp')
-rw-r--r--src/effects/SkAlphaThresholdFilter.cpp5
1 files changed, 3 insertions, 2 deletions
diff --git a/src/effects/SkAlphaThresholdFilter.cpp b/src/effects/SkAlphaThresholdFilter.cpp
index c3ad87a3b8..bff877280c 100644
--- a/src/effects/SkAlphaThresholdFilter.cpp
+++ b/src/effects/SkAlphaThresholdFilter.cpp
@@ -49,6 +49,7 @@ SkImageFilter* SkAlphaThresholdFilter::Create(const SkRegion& region,
#include "GrContext.h"
#include "GrCoordTransform.h"
#include "GrFragmentProcessor.h"
+#include "GrInvariantOutput.h"
#include "gl/GrGLProcessor.h"
#include "gl/builders/GrGLProgramBuilder.h"
#include "GrTBackendProcessorFactory.h"
@@ -102,7 +103,7 @@ private:
virtual bool onIsEqual(const GrFragmentProcessor&) const SK_OVERRIDE;
- virtual void onComputeInvariantOutput(InvariantOutput* inout) const SK_OVERRIDE;
+ virtual void onComputeInvariantOutput(GrInvariantOutput* inout) const SK_OVERRIDE;
GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
@@ -227,7 +228,7 @@ bool AlphaThresholdEffect::onIsEqual(const GrFragmentProcessor& sBase) const {
this->fOuterThreshold == s.fOuterThreshold);
}
-void AlphaThresholdEffect::onComputeInvariantOutput(InvariantOutput* inout) const {
+void AlphaThresholdEffect::onComputeInvariantOutput(GrInvariantOutput* inout) const {
if (GrPixelConfigIsOpaque(this->texture(0)->config()) && fOuterThreshold >= 1.f) {
inout->mulByUnknownOpaqueColor();
} else {