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authorBrian Salomon <bsalomon@google.com>2018-12-04 12:34:41 -0500
committerSkia Commit-Bot <skia-commit-bot@chromium.org>2018-12-05 20:08:06 +0000
commit10273c1d5fe18f41a62c5ff4faf8bbdb5d5656cc (patch)
treee109ade5fe695e5159338978806d5cb6c3f060c5 /src/shaders
parent8f916b3a91a5ee9809d96e35da71c4520c4130ae (diff)
downloadskqp-10273c1d5fe18f41a62c5ff4faf8bbdb5d5656cc.tar.gz
Use unnormalized coords all the way through with GL_TEXTURE_RECTANGLE textures.
We used to unnormalize them in the shader via SkSL. This allows us to support GL_TEXTURE_RECTANGLE without having textureSize() available in GLSL. Change-Id: Ibe63a302228811933ef000251db4cad9aaf4f2ea Reviewed-on: https://skia-review.googlesource.com/c/174068 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
Diffstat (limited to 'src/shaders')
-rw-r--r--src/shaders/SkPerlinNoiseShader.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/src/shaders/SkPerlinNoiseShader.cpp b/src/shaders/SkPerlinNoiseShader.cpp
index b0e3b580f2..b0d464b0cc 100644
--- a/src/shaders/SkPerlinNoiseShader.cpp
+++ b/src/shaders/SkPerlinNoiseShader.cpp
@@ -768,7 +768,7 @@ private:
, fNoiseSampler(std::move(noiseProxy))
, fPaintingData(std::move(paintingData)) {
this->setTextureSamplerCnt(2);
- fCoordTransform.reset(matrix);
+ fCoordTransform = GrCoordTransform(matrix);
this->addCoordTransform(&fCoordTransform);
}
@@ -1191,7 +1191,7 @@ private:
, fGradientSampler(std::move(gradientProxy))
, fPaintingData(std::move(paintingData)) {
this->setTextureSamplerCnt(2);
- fCoordTransform.reset(matrix);
+ fCoordTransform = GrCoordTransform(matrix);
this->addCoordTransform(&fCoordTransform);
}