[GPU] when paint has patheffect, it should fallback to path render

Comitted on behalf of Guanqun.Lu@gmail.com

THIS MAY CAUSE GM TO GO RED, WILL REBASELINE.

Review URL: http://codereview.appspot.com/5885057/



git-svn-id: http://skia.googlecode.com/svn/trunk@3487 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
bsalomon@google.com 2012-03-26 14:36:55 +00:00
Родитель d8bf41bf22
Коммит 22f42b71fc
2 изменённых файлов: 12 добавлений и 2 удалений

Просмотреть файл

@ -146,6 +146,16 @@ protected:
canvas->drawPath(path, paint);
canvas->translate(0, 160);
}
SkIRect rect = SkIRect::MakeXYWH(20, 20, 60, 60);
for (i = 0; i < SK_ARRAY_COUNT(gPE); i++) {
SkPaint p;
p.setAntiAlias(true);
p.setStyle(SkPaint::kFill_Style);
gPE[i](&p);
canvas->drawIRect(rect, p);
canvas->translate(75, 0);
}
}
private:

Просмотреть файл

@ -674,8 +674,8 @@ void SkGpuDevice::drawRect(const SkDraw& draw, const SkRect& rect,
*/
bool usePath = doStroke && width > 0 &&
paint.getStrokeJoin() != SkPaint::kMiter_Join;
// another reason we might need to call drawPath...
if (paint.getMaskFilter()) {
// another two reasons we might need to call drawPath...
if (paint.getMaskFilter() || paint.getPathEffect()) {
usePath = true;
}
// until we aa rotated rects...