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Commit bb7c43d1 authored by Brian Osman's avatar Brian Osman
Browse files

Remove the (deprecated) isOpaque parameter when making SkSL shaders

SkSL now deduces this, so the parameter does nothing, and is going away.

Bug: 217753125
Change-Id: I673537a9900b5d3219f3914b3b93e0b5e97329db
Test: Removal of unused parameter. Existing tests still pass.
parent f43fc83f
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+1 −1
Original line number Diff line number Diff line
@@ -227,7 +227,7 @@ sk_sp<SkShader> StretchEffect::getShader(float width, float height,
    mBuilder->uniform("viewportWidth").set(&width, 1);
    mBuilder->uniform("viewportHeight").set(&height, 1);

    auto result = mBuilder->makeShader(nullptr, false);
    auto result = mBuilder->makeShader();
    mBuilder->child(CONTENT_TEXTURE) = nullptr;
    return result;
}
+1 −1
Original line number Diff line number Diff line
@@ -264,7 +264,7 @@ static jlong RuntimeShader_getNativeFinalizer(JNIEnv*, jobject) {
static jlong RuntimeShader_create(JNIEnv* env, jobject, jlong shaderBuilder, jlong matrixPtr) {
    SkRuntimeShaderBuilder* builder = reinterpret_cast<SkRuntimeShaderBuilder*>(shaderBuilder);
    const SkMatrix* matrix = reinterpret_cast<const SkMatrix*>(matrixPtr);
    sk_sp<SkShader> shader = builder->makeShader(matrix, false);
    sk_sp<SkShader> shader = builder->makeShader(matrix);
    ThrowIAE_IfNull(env, shader);
    return reinterpret_cast<jlong>(shader.release());
}
+1 −1
Original line number Diff line number Diff line
@@ -110,7 +110,7 @@ public:
        const float rotation3 = turbulencePhase * PI_ROTATE_RIGHT + 2.75 * PI;
        setUniform2f(effectBuilder, "in_tRotation3", cos(rotation3), sin(rotation3));

        params.paint->value.setShader(effectBuilder.makeShader(nullptr, false));
        params.paint->value.setShader(effectBuilder.makeShader());
        canvas->drawCircle(params.x->value, params.y->value, params.radius->value,
                           params.paint->value);
    }
+1 −1
Original line number Diff line number Diff line
@@ -98,7 +98,7 @@ static sk_sp<SkShader> createLinearEffectShader(sk_sp<SkShader> shader,
        effectBuilder.uniform(uniform.name.c_str()).set(uniform.value.data(), uniform.value.size());
    }

    return effectBuilder.makeShader(nullptr, false);
    return effectBuilder.makeShader();
}

static bool isHdrDataspace(ui::Dataspace dataspace) {