If we go straight to the TextureOp, dithering is not applied as a fragment processor. For most higher-bit color types this isn't noticeable but if the texture is 565 we should dither if the paint requested dithering.
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If paintFP was only non-null because it came from the main SkShader, we should defer to SkPaintPriv's check that the shader is not a constant. We don't have a isConstant() for FPs so this assumes that if the GP overrides it with a new FP it probably is doing something spatially interesting and does need the dithering.