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Unified Diff: src/gpu/GrDrawState.cpp

Issue 617853003: Revert of Add isSingleComponent bool to getConstantColorComponent (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 6 years, 2 months ago
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Index: src/gpu/GrDrawState.cpp
diff --git a/src/gpu/GrDrawState.cpp b/src/gpu/GrDrawState.cpp
index b4cf9c8b4106228fc45d57a72e8ec5e7a7a8b9dd..872d20a1ab48cb0c9ae6b0e93fb066a4a3e9fa7c 100644
--- a/src/gpu/GrDrawState.cpp
+++ b/src/gpu/GrDrawState.cpp
@@ -421,26 +421,26 @@
return true;
}
- GrProcessor::InvariantOutput inout;
- inout.fIsSingleComponent = false;
+ GrColor coverage;
+ uint32_t validComponentFlags;
// Initialize to an unknown starting coverage if per-vertex coverage is specified.
if (this->hasCoverageVertexAttribute()) {
- inout.fValidFlags = 0;
+ validComponentFlags = 0;
} else {
- inout.fColor = fCoverage;
- inout.fValidFlags = kRGBA_GrColorComponentFlags;
+ coverage = fCoverage;
+ validComponentFlags = kRGBA_GrColorComponentFlags;
}
// Run through the coverage stages and see if the coverage will be all ones at the end.
if (this->hasGeometryProcessor()) {
const GrGeometryProcessor* gp = fGeometryProcessor->getGeometryProcessor();
- gp->computeInvariantOutput(&inout);
+ gp->getConstantColorComponents(&coverage, &validComponentFlags);
}
for (int s = 0; s < this->numCoverageStages(); ++s) {
const GrProcessor* processor = this->getCoverageStage(s).getProcessor();
- processor->computeInvariantOutput(&inout);
- }
- return inout.isSolidWhite();
+ processor->getConstantColorComponents(&coverage, &validComponentFlags);
+ }
+ return (kRGBA_GrColorComponentFlags == validComponentFlags) && (0xffffffff == coverage);
}
//////////////////////////////////////////////////////////////////////////////
@@ -755,54 +755,55 @@
bool GrDrawState::srcAlphaWillBeOne() const {
- GrProcessor::InvariantOutput inoutColor;
- inoutColor.fIsSingleComponent = false;
+ uint32_t validComponentFlags;
+ GrColor color;
// Check if per-vertex or constant color may have partial alpha
if (this->hasColorVertexAttribute()) {
if (fHints & kVertexColorsAreOpaque_Hint) {
- inoutColor.fValidFlags = kA_GrColorComponentFlag;
- inoutColor.fColor = 0xFF << GrColor_SHIFT_A;
+ validComponentFlags = kA_GrColorComponentFlag;
+ color = 0xFF << GrColor_SHIFT_A;
} else {
- inoutColor.fValidFlags = 0;
- // not strictly necessary but we get false alarms from tools about uninit.
- inoutColor.fColor = 0;
+ validComponentFlags = 0;
+ color = 0; // not strictly necessary but we get false alarms from tools about uninit.
}
} else {
- inoutColor.fValidFlags = kRGBA_GrColorComponentFlags;
- inoutColor.fColor = this->getColor();
+ validComponentFlags = kRGBA_GrColorComponentFlags;
+ color = this->getColor();
}
// Run through the color stages
for (int s = 0; s < this->numColorStages(); ++s) {
const GrProcessor* processor = this->getColorStage(s).getProcessor();
- processor->computeInvariantOutput(&inoutColor);
+ processor->getConstantColorComponents(&color, &validComponentFlags);
}
// Check whether coverage is treated as color. If so we run through the coverage computation.
if (this->isCoverageDrawing()) {
// The shader generated for coverage drawing runs the full coverage computation and then
// makes the shader output be the multiplication of color and coverage. We mirror that here.
- GrProcessor::InvariantOutput inoutCoverage;
- inoutCoverage.fIsSingleComponent = false;
+ GrColor coverage;
+ uint32_t coverageComponentFlags;
if (this->hasCoverageVertexAttribute()) {
- inoutCoverage.fValidFlags = 0;
- inoutCoverage.fColor = 0; // suppresses any warnings.
+ coverageComponentFlags = 0;
+ coverage = 0; // suppresses any warnings.
} else {
- inoutCoverage.fValidFlags = kRGBA_GrColorComponentFlags;
- inoutCoverage.fColor = this->getCoverageColor();
+ coverageComponentFlags = kRGBA_GrColorComponentFlags;
+ coverage = this->getCoverageColor();
}
// Run through the coverage stages
for (int s = 0; s < this->numCoverageStages(); ++s) {
const GrProcessor* processor = this->getCoverageStage(s).getProcessor();
- processor->computeInvariantOutput(&inoutCoverage);
+ processor->getConstantColorComponents(&coverage, &coverageComponentFlags);
}
// Since the shader will multiply coverage and color, the only way the final A==1 is if
// coverage and color both have A==1.
- return (inoutColor.isOpaque() && inoutCoverage.isOpaque());
- }
-
- return inoutColor.isOpaque();
-}
-
+ return (kA_GrColorComponentFlag & validComponentFlags & coverageComponentFlags) &&
+ 0xFF == GrColorUnpackA(color) && 0xFF == GrColorUnpackA(coverage);
+
+ }
+
+ return (kA_GrColorComponentFlag & validComponentFlags) && 0xFF == GrColorUnpackA(color);
+}
+
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