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-rw-r--r--src/gpu/SkGpuDevice_drawTexture.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/src/gpu/SkGpuDevice_drawTexture.cpp b/src/gpu/SkGpuDevice_drawTexture.cpp
index 0798f1e012..b6b1e619c0 100644
--- a/src/gpu/SkGpuDevice_drawTexture.cpp
+++ b/src/gpu/SkGpuDevice_drawTexture.cpp
@@ -248,6 +248,9 @@ void SkGpuDevice::drawTextureProducerImpl(GrTextureProducer* producer,
// FP. In the future this should be an opaque optimization enabled by the combination of
// GrDrawOp/GP and FP.
const SkMaskFilter* mf = paint.getMaskFilter();
+ if (mf && as_MFB(mf)->hasFragmentProcessor()) {
+ mf = nullptr;
+ }
// The shader expects proper local coords, so we can't replace local coords with texture coords
// if the shader will be used. If we have a mask filter we will change the underlying geometry
// that is rendered.