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-rw-r--r--src/gpu/SkGpuDevice.cpp3
-rw-r--r--src/gpu/gl/GrGLProgram.cpp3
2 files changed, 2 insertions, 4 deletions
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp
index 18f2ff52f2..32d5883edd 100644
--- a/src/gpu/SkGpuDevice.cpp
+++ b/src/gpu/SkGpuDevice.cpp
@@ -514,9 +514,6 @@ inline bool skPaint2GrPaintNoShader(SkGpuDevice* dev,
GrSamplerState* colorSampler = grPaint->textureSampler(kColorFilterTextureIdx);
GrTexture* texture = act->set(dev, colorTransformTable, colorSampler);
- // reset() sets the sampler's matrix to I. The custom stage doesn't require the matrix.
- // The shader generator will omit the matrix if it is I. Once the matrix is moved from the
- // sampler state to the custom stage this will no longer be necessary.
colorSampler->reset(GrSamplerState::kClamp_WrapMode, GrSamplerState::kNearest_Filter);
colorSampler->setCustomStage(SkNEW_ARGS(GrColorTableEffect, (texture)))->unref();
} else {
diff --git a/src/gpu/gl/GrGLProgram.cpp b/src/gpu/gl/GrGLProgram.cpp
index 52a4bd3b5c..8c1f4f7afd 100644
--- a/src/gpu/gl/GrGLProgram.cpp
+++ b/src/gpu/gl/GrGLProgram.cpp
@@ -1032,7 +1032,8 @@ void GrGLProgram::getUniformLocationsAndInitCache(const GrGLShaderBuilder& build
tex_matrix_name(s, &texMName);
GL_CALL_RET(locations.fTextureMatrixUni,
GetUniformLocation(fProgramID, texMName.c_str()));
- GrAssert(kUnusedUniform != locations.fTextureMatrixUni);
+ //color filter table effect does not consumer coords gen'ed by matrix.
+ //GrAssert(kUnusedUniform != locations.fTextureMatrixUni);
}
if (kUseUniform == locations.fSamplerUni) {