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-rw-r--r--src/core/SkCanvas.cpp6
-rw-r--r--src/core/SkDevice.cpp4
2 files changed, 3 insertions, 7 deletions
diff --git a/src/core/SkCanvas.cpp b/src/core/SkCanvas.cpp
index 76b4a522b2..dc5f68fb80 100644
--- a/src/core/SkCanvas.cpp
+++ b/src/core/SkCanvas.cpp
@@ -2907,10 +2907,8 @@ void SkCanvas::onDrawShadowedPicture(const SkPicture* picture,
diffuseMap = surf->makeImageSnapshot();
}
- sk_sp<SkShader> povDepthShader = povDepthMap->makeShader(SkShader::kClamp_TileMode,
- SkShader::kClamp_TileMode);
- sk_sp<SkShader> diffuseShader = diffuseMap->makeShader(SkShader::kClamp_TileMode,
- SkShader::kClamp_TileMode);
+ sk_sp<SkShader> povDepthShader = povDepthMap->makeShader();
+ sk_sp<SkShader> diffuseShader = diffuseMap->makeShader();
// TODO: pass the depth to the shader in vertices, or uniforms
// so we don't have to render depth and color separately
diff --git a/src/core/SkDevice.cpp b/src/core/SkDevice.cpp
index 99a7a0c7ff..9d38e16d04 100644
--- a/src/core/SkDevice.cpp
+++ b/src/core/SkDevice.cpp
@@ -250,9 +250,7 @@ void SkBaseDevice::drawAtlas(const SkImage* atlas, const SkRSXform xform[],
localM.preTranslate(-tex[i].left(), -tex[i].top());
SkPaint pnt(paint);
- sk_sp<SkShader> shader = atlas->makeShader(SkShader::kClamp_TileMode,
- SkShader::kClamp_TileMode,
- &localM);
+ sk_sp<SkShader> shader = atlas->makeShader(&localM);
if (!shader) {
break;
}