Implement edge AA for concave polys in the tesselated path renderer.
Review URL: http://codereview.appspot.com/4571072/
git-svn-id: http://skia.googlecode.com/svn/trunk@1600 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/gpu/src/GrGpuGLShaders.cpp b/gpu/src/GrGpuGLShaders.cpp
index 0a933b5..689c1fc 100644
--- a/gpu/src/GrGpuGLShaders.cpp
+++ b/gpu/src/GrGpuGLShaders.cpp
@@ -199,6 +199,7 @@
pdesc.fFirstCoverageStage = idx;
pdesc.fEdgeAANumEdges = (random.nextF() * (getMaxEdges() + 1));
+ pdesc.fEdgeAAConcave = random.nextF() > .5f;
if (fDualSourceBlendingSupport) {
pdesc.fDualSrcOutput =
@@ -731,6 +732,7 @@
}
desc.fEdgeAANumEdges = fCurrDrawState.fEdgeAANumEdges;
+ desc.fEdgeAAConcave = desc.fEdgeAANumEdges > 0 && SkToBool(fCurrDrawState.fFlagBits & kEdgeAAConcave_StateBit);
int lastEnabledStage = -1;