Index: src/gpu/glsl/GrGLSLShaderBuilder.cpp |
diff --git a/src/gpu/glsl/GrGLSLShaderBuilder.cpp b/src/gpu/glsl/GrGLSLShaderBuilder.cpp |
index 26a7761f320dc77fc89b0a5bb38609dbe9917c19..6d77bdbf9a5c32cd3b70ed2dc481cc1d0a08d341 100644 |
--- a/src/gpu/glsl/GrGLSLShaderBuilder.cpp |
+++ b/src/gpu/glsl/GrGLSLShaderBuilder.cpp |
@@ -133,27 +133,14 @@ void GrGLSLShaderBuilder::appendColorGamutXform(SkString* out, |
GrGLSLColorSpaceXformHelper* colorXformHelper) { |
// Our color is (r, g, b, a), but we want to multiply (r, g, b, 1) by our matrix, then |
// re-insert the original alpha. The supplied srcColor is likely to be of the form |
- // "texture(...)", and we don't want to evaluate that twice. |
- // |
- // Worse: We can't do the transformation on premultiplied colors, so if the source is premul, |
- // we need to unpremul, transform, then multiply again. Anyways, we wrap all of the work in a |
- // function. |
+ // "texture(...)", and we don't want to evaluate that twice, so wrap everything in a function. |
static const GrGLSLShaderVar gColorGamutXformArgs[] = { |
GrGLSLShaderVar("color", kVec4f_GrSLType), |
GrGLSLShaderVar("xform", kMat44f_GrSLType), |
}; |
SkString functionBody; |
- if (kPremul_SkAlphaType == colorXformHelper->alphaType()) { |
- // Unpremultiply |
- functionBody.append("\tfloat nonZeroAlpha = max(color.a, 0.00001);\n" |
- "\tcolor.rgb = color.rgb / nonZeroAlpha;\n"); |
- } |
// Gamut xform, clamp to destination gamut |
functionBody.append("\tcolor.rgb = clamp((xform * vec4(color.rgb, 1.0)).rgb, 0.0, 1.0);\n"); |
- if (kPremul_SkAlphaType == colorXformHelper->alphaType()) { |
- // Re-multiply by alpha |
- functionBody.append("\tcolor.rgb = color.rgb * nonZeroAlpha;\n"); |
- } |
functionBody.append("\treturn color;"); |
SkString colorGamutXformFuncName; |
this->emitFunction(kVec4f_GrSLType, |