Start removing calls to GrDrawState::setTexture() (and GrPaint::setTexture()?) when there's
a GrSingleTextureEffect involved holding the texture.
http://codereview.appspot.com/6353094/
git-svn-id: http://skia.googlecode.com/svn/trunk@4608 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp
index 6443fa2..dfded26 100644
--- a/src/gpu/SkGpuDevice.cpp
+++ b/src/gpu/SkGpuDevice.cpp
@@ -562,7 +562,6 @@
SkDebugf("Couldn't convert bitmap to texture.\n");
return false;
}
- grPaint->setTexture(kShaderTextureIdx, texture);
switch (bmptype) {
case SkShader::kRadial_BitmapType:
@@ -595,6 +594,9 @@
} else {
sampler->setFilter(GrSamplerState::kNearest_Filter);
}
+ // TODO - once we have a trivial GrCustomStage for texture drawing,
+ // create that here & get rid of the paint's texture
+ grPaint->setTexture(kShaderTextureIdx, texture);
break;
}
sampler->setWrapX(sk_tile_mode_to_grwrap(tileModes[0]));
@@ -1476,7 +1478,6 @@
paint.textureSampler(0)->setFilter(GrSamplerState::kBilinear_Filter);
paint.textureSampler(0)->reset(sampleM);
paint.textureSampler(0)->setCustomStage(stage);
- paint.setTexture(0, srcTexture);
context->drawRect(paint, rect);
}