Make GrGLShaderBuilder::TextureSampler extract only required info from GrTextureAccess.
This will make it possible to init a TextureSampler without a texture or a specific config.
Also unify two separate bitfields of color components in GPU code.
Review URL: https://codereview.chromium.org/13121002
git-svn-id: http://skia.googlecode.com/svn/trunk@8428 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/effects/SkTableColorFilter.cpp b/src/effects/SkTableColorFilter.cpp
index d20283f..9979fae 100644
--- a/src/effects/SkTableColorFilter.cpp
+++ b/src/effects/SkTableColorFilter.cpp
@@ -348,16 +348,16 @@
// If we kept the table in the effect then we could actually run known inputs through the
// table.
if (fFlags & SkTable_ColorFilter::kR_Flag) {
- *validFlags &= ~kR_ValidComponentFlag;
+ *validFlags &= ~kR_GrColorComponentFlag;
}
if (fFlags & SkTable_ColorFilter::kG_Flag) {
- *validFlags &= ~kG_ValidComponentFlag;
+ *validFlags &= ~kG_GrColorComponentFlag;
}
if (fFlags & SkTable_ColorFilter::kB_Flag) {
- *validFlags &= ~kB_ValidComponentFlag;
+ *validFlags &= ~kB_GrColorComponentFlag;
}
if (fFlags & SkTable_ColorFilter::kA_Flag) {
- *validFlags &= ~kA_ValidComponentFlag;
+ *validFlags &= ~kA_GrColorComponentFlag;
}
}