Index: src/gpu/GrDistanceFieldTextContext.cpp |
diff --git a/src/gpu/GrDistanceFieldTextContext.cpp b/src/gpu/GrDistanceFieldTextContext.cpp |
index 5b679d1c80cad90fb80f7ba6d41a83137bbb51d8..47740d9cebad6c4b48d0c9bdbbc579a819a4fa18 100755 |
--- a/src/gpu/GrDistanceFieldTextContext.cpp |
+++ b/src/gpu/GrDistanceFieldTextContext.cpp |
@@ -637,7 +637,7 @@ void GrDistanceFieldTextContext::flush() { |
// Set draw state |
if (fUseLCDText) { |
- GrColor colorNoPreMul = skcolor_to_grcolor_nopremultiply(filteredColor); |
+ //GrColor colorNoPreMul = skcolor_to_grcolor_nopremultiply(filteredColor); |
bsalomon
2014/12/08 15:38:51
remove this?
egdaniel
2014/12/08 16:24:01
Done.
|
// TODO: move supportsRGBCoverage check to setupCoverageEffect and only add LCD |
// processor if the xp can support it. For now we will simply assume that if |
@@ -646,22 +646,10 @@ void GrDistanceFieldTextContext::flush() { |
SkDebugf("LCD Text will not draw correctly.\n"); |
} |
SkASSERT(!drawState.hasColorVertexAttribute()); |
- // We don't use the GrPaint's color in this case because it's been premultiplied by |
- // alpha. Instead we feed in a non-premultiplied color, and multiply its alpha by |
- // the mask texture color. The end result is that we get |
- // mask*paintAlpha*paintColor + (1-mask*paintAlpha)*dstColor |
- int a = SkColorGetA(fSkPaint.getColor()); |
- // paintAlpha |
- drawState.setColor(SkColorSetARGB(a, a, a, a)); |
- // paintColor |
- drawState.setBlendConstant(colorNoPreMul); |
- drawState.setBlendFunc(kConstC_GrBlendCoeff, kISC_GrBlendCoeff); |
} else { |
if (0xFF == GrColorUnpackA(fPaint.getColor())) { |
drawState.setHint(GrDrawState::kVertexColorsAreOpaque_Hint, true); |
} |
- // set back to normal in case we took LCD path previously. |
- drawState.setBlendFunc(fPaint.getSrcBlendCoeff(), fPaint.getDstBlendCoeff()); |
// We're using per-vertex color. |
SkASSERT(drawState.hasColorVertexAttribute()); |
} |