| Index: src/gpu/glsl/GrGLSLXferProcessor.cpp
|
| diff --git a/src/gpu/glsl/GrGLSLXferProcessor.cpp b/src/gpu/glsl/GrGLSLXferProcessor.cpp
|
| index 4d2ec1074b381b800721a7ffb995cc67b72c21a9..7382660f426e2baf3ce5e7b48d2c24edca4ff046 100644
|
| --- a/src/gpu/glsl/GrGLSLXferProcessor.cpp
|
| +++ b/src/gpu/glsl/GrGLSLXferProcessor.cpp
|
| @@ -24,7 +24,7 @@ void GrGLSLXferProcessor::emitCode(const EmitArgs& args) {
|
| if (args.fXP.getDstTexture()) {
|
| bool topDown = kTopLeft_GrSurfaceOrigin == args.fXP.getDstTexture()->origin();
|
|
|
| - if (args.fXP.readsCoverage()) {
|
| + if (args.fInputCoverage) {
|
| // We don't think any shaders actually output negative coverage, but just as a safety
|
| // check for floating point precision errors we compare with <= here
|
| fragBuilder->codeAppendf("if (all(lessThanEqual(%s, vec4(0)))) {"
|
| @@ -69,13 +69,13 @@ void GrGLSLXferProcessor::emitCode(const EmitArgs& args) {
|
|
|
| // Apply coverage.
|
| if (args.fXP.dstReadUsesMixedSamples()) {
|
| - if (args.fXP.readsCoverage()) {
|
| + if (args.fInputCoverage) {
|
| fragBuilder->codeAppendf("%s *= %s;", args.fOutputPrimary, args.fInputCoverage);
|
| fragBuilder->codeAppendf("%s = %s;", args.fOutputSecondary, args.fInputCoverage);
|
| } else {
|
| fragBuilder->codeAppendf("%s = vec4(1.0);", args.fOutputSecondary);
|
| }
|
| - } else if (args.fXP.readsCoverage()) {
|
| + } else if (args.fInputCoverage) {
|
| fragBuilder->codeAppendf("%s = %s * %s + (vec4(1.0) - %s) * %s;",
|
| args.fOutputPrimary, args.fInputCoverage,
|
| args.fOutputPrimary, args.fInputCoverage, dstColor);
|
|
|