Initial clipShader implementation for SkClipStack and GPU
Change-Id: I0af800900a7fbd9d16af0058ee0754358ebc3875
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/293562
Commit-Queue: Michael Ludwig <michaelludwig@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
diff --git a/src/gpu/GrClipStackClip.cpp b/src/gpu/GrClipStackClip.cpp
index f0f31a6..b8d60b5 100644
--- a/src/gpu/GrClipStackClip.cpp
+++ b/src/gpu/GrClipStackClip.cpp
@@ -253,7 +253,8 @@
// The opsTask ID must not be looked up until AFTER producing the clip mask (if any). That step
// can cause a flush or otherwise change which opstask our draw is going into.
uint32_t opsTaskID = renderTargetContext->getOpsTask()->uniqueID();
- if (auto clipFPs = reducedClip.finishAndDetachAnalyticFPs(ccpr, opsTaskID)) {
+ if (auto clipFPs = reducedClip.finishAndDetachAnalyticFPs(context, *fMatrixProvider, ccpr,
+ opsTaskID)) {
out->addCoverageFP(std::move(clipFPs));
}