Fix two bugs with drawVertices on GPU
1) In SkGpuDevice.cpp, the SkVertices refactor had a copy-paste error
when moving the paint initialization code into the helper function.
This caused draws with texs (but no colors, and no shader) to fail
to draw. Previously (and with this change) that draws solid filled
triangles. This is still different from CPU (which draws outlines).
This is an odd edge case, but it's also the easiest way to create
the second bug...
2) In GrDrawVerticesOp.cpp, we always claimed to have SkColor colors.
That's only true if the SkVertices has colors, otherwise we use the
paint's color, which is GrColor. Normally, this doesn't matter,
because we'll use uniform color which is always GrColor. But if you
induce batching (and the meshes have different colors), we expand
the per-mesh color to a per-vertex color. Then, the geo proc code
thinks that those per-vertex colors are SkColors, and swaps the red
and blue channels, leading to incorrect results.
Bug: skia:
Change-Id: I3401e030d4ffea8666efd02e20a5fdedcfbd8485
Reviewed-on: https://skia-review.googlesource.com/17986
Reviewed-by: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2 files changed