ccpr: Handle winding and even-odd in the same shader
We are already waiting for an entire texture lookup anyway. A couple
extra flops should still complete before the texture fetch. This also
gives us better batching.
TBR=bsalomon@google.com
Bug: skia:
Change-Id: I7b8e3021c8baad200af99600c9592df5ed0e46bd
Reviewed-on: https://skia-review.googlesource.com/129881
Reviewed-by: Chris Dalton <csmartdalton@google.com>
Commit-Queue: Chris Dalton <csmartdalton@google.com>
Auto-Submit: Chris Dalton <csmartdalton@google.com>
diff --git a/src/gpu/ccpr/GrCCClipPath.cpp b/src/gpu/ccpr/GrCCClipPath.cpp
index 6b8a96c..9b8a737 100644
--- a/src/gpu/ccpr/GrCCClipPath.cpp
+++ b/src/gpu/ccpr/GrCCClipPath.cpp
@@ -48,11 +48,12 @@
fAccessRect = accessRect;
}
-void GrCCClipPath::placePathInAtlas(GrCCPerFlushResources* resources,
- GrOnFlushResourceProvider* onFlushRP) {
+void GrCCClipPath::renderPathInAtlas(GrCCPerFlushResources* resources,
+ GrOnFlushResourceProvider* onFlushRP) {
SkASSERT(this->isInitialized());
SkASSERT(!fHasAtlas);
- fAtlas = resources->addDeviceSpacePathToAtlas(*onFlushRP->caps(), fAccessRect, fDeviceSpacePath,
- fPathDevIBounds, &fAtlasOffsetX, &fAtlasOffsetY);
+ fAtlas = resources->renderDeviceSpacePathInAtlas(*onFlushRP->caps(), fAccessRect,
+ fDeviceSpacePath, fPathDevIBounds,
+ &fAtlasOffsetX, &fAtlasOffsetY);
SkDEBUGCODE(fHasAtlas = true);
}