Index: src/gpu/GrContext.cpp |
diff --git a/src/gpu/GrContext.cpp b/src/gpu/GrContext.cpp |
index 3733ed5af412e9e4f40030ec2c3ce98bbe677e2c..dba5c5c281b17cc9105f261e0a85147e8dd10e67 100644 |
--- a/src/gpu/GrContext.cpp |
+++ b/src/gpu/GrContext.cpp |
@@ -573,7 +573,7 @@ bool GrContext::supportsIndex8PixelConfig(const GrTextureParams* params, |
//////////////////////////////////////////////////////////////////////////////// |
-void GrContext::clear(const GrIRect* rect, |
+void GrContext::clear(const SkIRect* rect, |
const GrColor color, |
GrRenderTarget* target) { |
AutoRestoreEffects are; |
@@ -583,7 +583,7 @@ void GrContext::clear(const GrIRect* rect, |
void GrContext::drawPaint(const GrPaint& origPaint) { |
// set rect to be big enough to fill the space, but not super-huge, so we |
// don't overflow fixed-point implementations |
- GrRect r; |
+ SkRect r; |
r.setLTRB(0, 0, |
SkIntToScalar(getRenderTarget()->width()), |
SkIntToScalar(getRenderTarget()->height())); |
@@ -628,7 +628,7 @@ inline bool disable_coverage_aa_for_blend(GrDrawTarget* target) { |
could use an indices array, and then only send 8 verts, but not sure that |
would be faster. |
*/ |
-static void setStrokeRectStrip(GrPoint verts[10], GrRect rect, |
+static void setStrokeRectStrip(GrPoint verts[10], SkRect rect, |
SkScalar width) { |
const SkScalar rad = SkScalarHalf(width); |
rect.sort(); |
@@ -645,17 +645,17 @@ static void setStrokeRectStrip(GrPoint verts[10], GrRect rect, |
verts[9] = verts[1]; |
} |
-static bool isIRect(const GrRect& r) { |
+static bool isIRect(const SkRect& r) { |
return SkScalarIsInt(r.fLeft) && SkScalarIsInt(r.fTop) && |
SkScalarIsInt(r.fRight) && SkScalarIsInt(r.fBottom); |
} |
static bool apply_aa_to_rect(GrDrawTarget* target, |
- const GrRect& rect, |
+ const SkRect& rect, |
SkScalar strokeWidth, |
const SkMatrix* matrix, |
SkMatrix* combinedMatrix, |
- GrRect* devRect, |
+ SkRect* devRect, |
bool* useVertexCoverage) { |
// we use a simple coverage ramp to do aa on axis-aligned rects |
// we check if the rect will be axis-aligned, and the rect won't land on |
@@ -735,7 +735,7 @@ static bool apply_aa_to_rect(GrDrawTarget* target, |
} |
void GrContext::drawRect(const GrPaint& paint, |
- const GrRect& rect, |
+ const SkRect& rect, |
SkScalar width, |
const SkMatrix* matrix) { |
SK_TRACE_EVENT0("GrContext::drawRect"); |
@@ -743,7 +743,7 @@ void GrContext::drawRect(const GrPaint& paint, |
AutoRestoreEffects are; |
GrDrawTarget* target = this->prepareToDraw(&paint, BUFFERED_DRAW, &are); |
- GrRect devRect; |
+ SkRect devRect; |
SkMatrix combinedMatrix; |
bool useVertexCoverage; |
bool needAA = paint.isAntiAlias() && |
@@ -816,8 +816,8 @@ void GrContext::drawRect(const GrPaint& paint, |
} |
void GrContext::drawRectToRect(const GrPaint& paint, |
- const GrRect& dstRect, |
- const GrRect& localRect, |
+ const SkRect& dstRect, |
+ const SkRect& localRect, |
const SkMatrix* dstMatrix, |
const SkMatrix* localMatrix) { |
SK_TRACE_EVENT0("GrContext::drawRectToRect"); |
@@ -943,7 +943,7 @@ void GrContext::drawRRect(const GrPaint& paint, |
/////////////////////////////////////////////////////////////////////////////// |
void GrContext::drawOval(const GrPaint& paint, |
- const GrRect& oval, |
+ const SkRect& oval, |
const SkStrokeRec& stroke) { |
AutoRestoreEffects are; |
@@ -1317,7 +1317,7 @@ bool GrContext::readRenderTargetPixels(GrRenderTarget* target, |
drawState->addColorEffect(effect); |
drawState->setRenderTarget(texture->asRenderTarget()); |
- GrRect rect = GrRect::MakeWH(SkIntToScalar(width), SkIntToScalar(height)); |
+ SkRect rect = SkRect::MakeWH(SkIntToScalar(width), SkIntToScalar(height)); |
fGpu->drawSimpleRect(rect, NULL); |
// we want to read back from the scratch's origin |
left = 0; |
@@ -1511,7 +1511,7 @@ bool GrContext::writeRenderTargetPixels(GrRenderTarget* target, |
drawState->setRenderTarget(target); |
- fGpu->drawSimpleRect(GrRect::MakeWH(SkIntToScalar(width), SkIntToScalar(height)), NULL); |
+ fGpu->drawSimpleRect(SkRect::MakeWH(SkIntToScalar(width), SkIntToScalar(height)), NULL); |
return true; |
} |
//////////////////////////////////////////////////////////////////////////////// |