| Index: src/gpu/GrDistanceFieldTextContext.cpp
|
| diff --git a/src/gpu/GrDistanceFieldTextContext.cpp b/src/gpu/GrDistanceFieldTextContext.cpp
|
| index 1f4070f4f5bef4ad43b5fd74cb6b2b5846df417b..5b679d1c80cad90fb80f7ba6d41a83137bbb51d8 100755
|
| --- a/src/gpu/GrDistanceFieldTextContext.cpp
|
| +++ b/src/gpu/GrDistanceFieldTextContext.cpp
|
| @@ -637,6 +637,8 @@
|
|
|
| // Set draw state
|
| if (fUseLCDText) {
|
| + GrColor colorNoPreMul = skcolor_to_grcolor_nopremultiply(filteredColor);
|
| +
|
| // 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
|
| // fUseLCDText is true, then we have a known color output.
|
| @@ -644,10 +646,22 @@
|
| 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());
|
| }
|
|
|