Index: src/gpu/effects/GrBicubicEffect.cpp |
diff --git a/src/gpu/effects/GrBicubicEffect.cpp b/src/gpu/effects/GrBicubicEffect.cpp |
index 5e6967ce4bbaebf6776c07e15f742b2d2474f896..427e375084ac1d5f63f8ee83e4fae12cba338574 100644 |
--- a/src/gpu/effects/GrBicubicEffect.cpp |
+++ b/src/gpu/effects/GrBicubicEffect.cpp |
@@ -134,20 +134,23 @@ static inline void convert_row_major_scalar_coeffs_to_column_major_floats(float |
} |
GrBicubicEffect::GrBicubicEffect(GrTexture* texture, |
+ sk_sp<GrColorSpaceXform> colorSpaceXform, |
const SkScalar coefficients[16], |
const SkMatrix &matrix, |
const SkShader::TileMode tileModes[2]) |
- : INHERITED(texture, matrix, GrTextureParams(tileModes, GrTextureParams::kNone_FilterMode)) |
+ : INHERITED(texture, std::move(colorSpaceXform), matrix, |
bsalomon
2016/07/15 15:09:24
Should this effect forward on the xform to the acc
Brian Osman
2016/07/15 15:29:02
Ah, that's a good point. The math should come out
|
+ GrTextureParams(tileModes, GrTextureParams::kNone_FilterMode)) |
, fDomain(GrTextureDomain::IgnoredDomain()) { |
this->initClassID<GrBicubicEffect>(); |
convert_row_major_scalar_coeffs_to_column_major_floats(fCoefficients, coefficients); |
} |
GrBicubicEffect::GrBicubicEffect(GrTexture* texture, |
+ sk_sp<GrColorSpaceXform> colorSpaceXform, |
const SkScalar coefficients[16], |
const SkMatrix &matrix, |
const SkRect& domain) |
- : INHERITED(texture, matrix, |
+ : INHERITED(texture, std::move(colorSpaceXform), matrix, |
GrTextureParams(SkShader::kClamp_TileMode, GrTextureParams::kNone_FilterMode)) |
, fDomain(domain, GrTextureDomain::kClamp_Mode) { |
this->initClassID<GrBicubicEffect>(); |
@@ -186,7 +189,7 @@ sk_sp<GrFragmentProcessor> GrBicubicEffect::TestCreate(GrProcessorTestData* d) { |
for (int i = 0; i < 16; i++) { |
coefficients[i] = d->fRandom->nextSScalar1(); |
} |
- return GrBicubicEffect::Make(d->fTextures[texIdx], coefficients); |
+ return GrBicubicEffect::Make(d->fTextures[texIdx], nullptr, coefficients); |
} |
////////////////////////////////////////////////////////////////////////////// |