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); |