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authorChris Craik <ccraik@google.com>2015-06-01 10:35:35 -0700
committerChris Craik <ccraik@google.com>2015-06-02 16:28:39 -0700
commit53e51e4aa933f9603587e1780f446c18816bf9be (patch)
treefc4701637c9e17fc2765c162b0b051f56bec68aa /libs/hwui/SkiaShader.h
parent1e47a8e096fc28dcab0a55bc4f2e6b747bfb1a07 (diff)
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Handle shader matrix correctly when ignoring canvas transform
bug:20063841 Restores old SkShader matrix behavior from before the Glop refactor. Many drawing operations draw without sending the canvas transform to the GL shader. In such cases, we need to adapt the matrix sent to the SkShader logic to invert the canvas transform that's built into the mesh. Change-Id: I42b6f59df36ce46436322b95bf9ad2140795ee58
Diffstat (limited to 'libs/hwui/SkiaShader.h')
-rw-r--r--libs/hwui/SkiaShader.h2
1 files changed, 1 insertions, 1 deletions
diff --git a/libs/hwui/SkiaShader.h b/libs/hwui/SkiaShader.h
index 5b8aa86..884196d 100644
--- a/libs/hwui/SkiaShader.h
+++ b/libs/hwui/SkiaShader.h
@@ -87,7 +87,7 @@ struct SkiaShaderData {
class SkiaShader {
public:
- static void store(Caches& caches, const SkShader* shader, const Matrix4& modelViewMatrix,
+ static void store(Caches& caches, const SkShader& shader, const Matrix4& modelViewMatrix,
GLuint* textureUnit, ProgramDescription* description,
SkiaShaderData* outData);
static void apply(Caches& caches, const SkiaShaderData& data);