f7a628f8ef
Up until now this has been implemented like in almost all other VCL backends by manually xor-ing pixel values. But that required fetching pixel values from the GPU in Vulkan mode, which is relatively slow. Since some time Skia now has supported writing custom blending modes using the SkBlender class, so it's now possible to drop the hack and support xor drawing directly using a blender that does the operation. This should be both faster and simpler. Change-Id: Id751d0ed4034852ce68697ecf56cc6dfac95307f Reviewed-on: https://gerrit.libreoffice.org/c/core/+/126051 Tested-by: Jenkins Reviewed-by: Luboš Luňák <l.lunak@collabora.com>
13 lines
476 B
Groff
13 lines
476 B
Groff
diff --git a/include/effects/SkRuntimeEffect.h b/include/effects/SkRuntimeEffect.h
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index b3f21b1d58..dddc8d16dc 100644
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--- a/include/effects/SkRuntimeEffect.h
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+++ b/include/effects/SkRuntimeEffect.h
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@@ -97,7 +97,7 @@ public:
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// run the inliner directly, but they still get an inlining pass once they are painted.)
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bool forceNoInline = false;
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- private:
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+// private:
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friend class SkRuntimeEffect;
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friend class SkRuntimeEffectPriv;
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