Remove SHADER_AA_FILL_RECT flag

Review URL: https://codereview.chromium.org/1271243004
This commit is contained in:
robertphillips 2015-08-05 09:07:12 -07:00 committed by Commit bot
parent 6c17ca5905
commit d8aa59df63
2 changed files with 5 additions and 30 deletions

View File

@ -213,25 +213,11 @@ static bool apply_aa_to_rect(GrDrawTarget* target,
SkScalar strokeWidth,
const SkMatrix& combinedMatrix,
GrColor color) {
if (pipelineBuilder->getRenderTarget()->isUnifiedMultisampled()) {
if (pipelineBuilder->getRenderTarget()->isUnifiedMultisampled() ||
!combinedMatrix.preservesAxisAlignment()) {
return false;
}
#ifdef SHADER_AA_FILL_RECT
if (strokeWidth >= 0) {
#endif
if (!combinedMatrix.preservesAxisAlignment()) {
return false;
}
#ifdef SHADER_AA_FILL_RECT
} else {
if (!combinedMatrix.preservesRightAngles()) {
return false;
}
}
#endif
combinedMatrix.mapRect(devBoundRect, rect);
if (!combinedMatrix.rectStaysRect()) {
return true;

View File

@ -488,25 +488,14 @@ void SkGpuDevice::drawRect(const SkDraw& draw, const SkRect& rect,
bool usePath = doStroke && width > 0 &&
(paint.getStrokeJoin() == SkPaint::kRound_Join ||
(paint.getStrokeJoin() == SkPaint::kBevel_Join && rect.isEmpty()));
// another two reasons we might need to call drawPath...
if (paint.getMaskFilter()) {
// a few other reasons we might need to call drawPath...
if (paint.getMaskFilter() ||
paint.getStyle() == SkPaint::kStrokeAndFill_Style) { // we can't both stroke and fill rects
usePath = true;
}
if (!usePath && paint.isAntiAlias() && !draw.fMatrix->rectStaysRect()) {
#ifdef SHADER_AA_FILL_RECT
if (doStroke) {
#endif
usePath = true;
#ifdef SHADER_AA_FILL_RECT
} else {
usePath = !draw.fMatrix->preservesRightAngles();
}
#endif
}
// until we can both stroke and fill rectangles
if (paint.getStyle() == SkPaint::kStrokeAndFill_Style) {
usePath = true;
}