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Diffstat (limited to 'src/gpu/GrOvalRenderer.cpp')
-rw-r--r--src/gpu/GrOvalRenderer.cpp24
1 files changed, 3 insertions, 21 deletions
diff --git a/src/gpu/GrOvalRenderer.cpp b/src/gpu/GrOvalRenderer.cpp
index 1c41f27b07..1fb214a260 100644
--- a/src/gpu/GrOvalRenderer.cpp
+++ b/src/gpu/GrOvalRenderer.cpp
@@ -11,7 +11,6 @@
#include "GrBatchTest.h"
#include "GrGeometryProcessor.h"
#include "GrInvariantOutput.h"
-#include "GrPipelineBuilder.h"
#include "GrProcessor.h"
#include "GrResourceProvider.h"
#include "SkRRect.h"
@@ -580,18 +579,11 @@ const GrGeometryProcessor* DIEllipseEdgeEffect::TestCreate(GrProcessorTestData*
///////////////////////////////////////////////////////////////////////////////
-GrDrawBatch* GrOvalRenderer::CreateOvalBatch(const GrPipelineBuilder& pipelineBuilder,
- GrColor color,
+GrDrawBatch* GrOvalRenderer::CreateOvalBatch(GrColor color,
const SkMatrix& viewMatrix,
- bool useAA,
const SkRect& oval,
const SkStrokeRec& stroke,
GrShaderCaps* shaderCaps) {
- bool useCoverageAA = useAA && !pipelineBuilder.getRenderTarget()->isUnifiedMultisampled();
- if (!useCoverageAA) {
- return nullptr;
- }
-
// we can draw circles
if (SkScalarNearlyEqual(oval.width(), oval.height()) && circle_stays_circle(viewMatrix)) {
return CreateCircleBatch(color, viewMatrix, oval, stroke);
@@ -1890,23 +1882,13 @@ static GrDrawBatch* create_rrect_batch(GrColor color,
}
}
-GrDrawBatch* GrOvalRenderer::CreateRRectBatch(const GrPipelineBuilder& pipelineBuilder,
- GrColor color,
+GrDrawBatch* GrOvalRenderer::CreateRRectBatch(GrColor color,
const SkMatrix& viewMatrix,
- bool useAA,
const SkRRect& rrect,
const SkStrokeRec& stroke,
GrShaderCaps* shaderCaps) {
- bool useCoverageAA = useAA && !pipelineBuilder.getRenderTarget()->isUnifiedMultisampled();
-
- // only anti-aliased rrects for now
- if (!useCoverageAA) {
- return nullptr;
- }
-
if (rrect.isOval()) {
- return CreateOvalBatch(pipelineBuilder, color, viewMatrix, useAA,
- rrect.getBounds(), stroke, shaderCaps);
+ return CreateOvalBatch(color, viewMatrix, rrect.getBounds(), stroke, shaderCaps);
}
if (!viewMatrix.rectStaysRect() || !rrect.isSimple()) {