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authorGravatar egdaniel <egdaniel@google.com>2014-11-03 10:07:07 -0800
committerGravatar Commit bot <commit-bot@chromium.org>2014-11-03 10:07:07 -0800
commit37b4d866b1446d35c989f9a97885a777ddc7d1c8 (patch)
treee94222292d7dc9a2fc90de96b7d25ed19f381691 /src/gpu/GrDrawState.cpp
parent37dd331b20a92ce79cc26556e065dec98a66cb0b (diff)
Force input coverage to be only a byte in gpu shaders.
Prime coverage invariant output calculations with single component BUG=skia: Review URL: https://codereview.chromium.org/649783003
Diffstat (limited to 'src/gpu/GrDrawState.cpp')
-rw-r--r--src/gpu/GrDrawState.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/gpu/GrDrawState.cpp b/src/gpu/GrDrawState.cpp
index c4b8154852..d300f2b9bb 100644
--- a/src/gpu/GrDrawState.cpp
+++ b/src/gpu/GrDrawState.cpp
@@ -389,7 +389,7 @@ bool GrDrawState::hasSolidCoverage() const {
}
GrProcessor::InvariantOutput inout;
- inout.fIsSingleComponent = false;
+ inout.fIsSingleComponent = true;
// Initialize to an unknown starting coverage if per-vertex coverage is specified.
if (this->hasCoverageVertexAttribute()) {
inout.fValidFlags = 0;
@@ -738,7 +738,7 @@ bool GrDrawState::srcAlphaWillBeOne() const {
// The shader generated for coverage drawing runs the full coverage computation and then
// makes the shader output be the multiplication of color and coverage. We mirror that here.
GrProcessor::InvariantOutput inoutCoverage;
- inoutCoverage.fIsSingleComponent = false;
+ inoutCoverage.fIsSingleComponent = true;
if (this->hasCoverageVertexAttribute()) {
inoutCoverage.fValidFlags = 0;
inoutCoverage.fColor = 0; // suppresses any warnings.