diff --git a/src/core/SkDraw_vertices.cpp b/src/core/SkDraw_vertices.cpp index 906fa3f68a..14a5e88dcc 100644 --- a/src/core/SkDraw_vertices.cpp +++ b/src/core/SkDraw_vertices.cpp @@ -272,28 +272,28 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode const int vertexCount = info.vertexCount(); const int indexCount = info.indexCount(); const SkPoint* positions = info.positions(); - const SkPoint* textures = info.texCoords(); + const SkPoint* texCoords = info.texCoords(); const uint16_t* indices = info.indices(); const SkColor* colors = info.colors(); SkShader* shader = paint.getShader(); if (shader) { - if (!textures) { - textures = positions; + if (!texCoords) { + texCoords = positions; } } else { - textures = nullptr; + texCoords = nullptr; } // We can simplify things for certain blend modes. This is for speed, and SkComposeShader // itself insists we don't pass kSrc or kDst to it. - if (colors && textures) { + if (colors && texCoords) { switch (blendMode) { case SkBlendMode::kSrc: colors = nullptr; break; case SkBlendMode::kDst: - textures = nullptr; + texCoords = nullptr; shader = nullptr; break; default: break; @@ -301,13 +301,13 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode } // There is a paintShader iff there is texCoords. - SkASSERT((textures != nullptr) == (shader != nullptr)); + SkASSERT((texCoords != nullptr) == (shader != nullptr)); VertState state(vertexCount, indices, indexCount); VertState::Proc vertProc = state.chooseProc(info.mode()); // No colors are changing and no texture coordinates are changing, so no updates between // triangles are needed. Use SkVM to blit the triangles. - if (!colors && (!textures || textures == positions)) { + if (!colors && (!texCoords || texCoords == positions)) { if (auto blitter = SkCreateSkVMBlitter( fDst, paint, *fMatrixProvider, outerAlloc, this->fRC->clipShader())) { while (vertProc(&state)) { @@ -346,7 +346,7 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode SkPaint shaderPaint(paint); shaderPaint.setShader(sk_ref_sp(shader)); - if (!textures) { // only tricolor shader + if (!texCoords) { // only tricolor shader if (auto blitter = SkCreateRasterPipelineBlitter( fDst, shaderPaint, *fMatrixProvider, outerAlloc, this->fRC->clipShader())) { while (vertProc(&state)) { @@ -379,7 +379,7 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode } // Positions as texCoords? The local matrix is always identity, so update once - if (textures == positions) { + if (texCoords == positions) { SkMatrix localM; if (!updater->update(ctm, &localM)) { return; @@ -395,8 +395,8 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode } SkMatrix localM; - if ((textures == positions) || - (texture_to_matrix(state, positions, textures, &localM) && + if ((texCoords == positions) || + (texture_to_matrix(state, positions, texCoords, &localM) && updater->update(ctm, &localM))) { fill_triangle(state, blitter, *fRC, dev2, dev3); } @@ -414,9 +414,9 @@ void SkDraw::drawFixedVertices(const SkVertices* vertices, SkBlendMode blendMode const SkMatrixProvider* matrixProvider = fMatrixProvider; SkTLazy preConcatMatrixProvider; - if (textures && (textures != positions)) { + if (texCoords && (texCoords != positions)) { SkMatrix localM; - if (!texture_to_matrix(state, positions, textures, &localM)) { + if (!texture_to_matrix(state, positions, texCoords, &localM)) { continue; } matrixProvider = preConcatMatrixProvider.init(*matrixProvider, localM);