Fixing several issues with rendering blurred bitmaps with Ganesh
BUG=http://code.google.com/p/skia/issues/detail?id=305
REVIEW=http://codereview.appspot.com/4630073/
git-svn-id: http://skia.googlecode.com/svn/trunk@1775 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp
index 4f2d7c4..af31ee5 100644
--- a/src/gpu/SkGpuDevice.cpp
+++ b/src/gpu/SkGpuDevice.cpp
@@ -962,33 +962,46 @@
}
if (paint.getMaskFilter()){
- SkBitmap tmp; // storage if we need a subset of bitmap
+ SkBitmap tmpBitmap; // local copy of bitmap
const SkBitmap* bitmapPtr = &bitmap;
- if (srcRectPtr) {
- if (!bitmap.extractSubset(&tmp, srcRect)) {
- return; // extraction failed
- }
- bitmapPtr = &tmp;
+
+ // FIXME : texture-backed bitmaps not yet supported
+ SkAutoLockPixels alp(bitmap);
+ if (!bitmap.getPixels())
+ return;
+
+ // A temporary copy of the bitmap may be necessary
+ // to prevent color bleeding if a sub rect is used
+ if (NULL != srcRectPtr) {
+ tmpBitmap.setConfig(bitmap.config(), srcRect.width(),
+ srcRect.height());
+
+ size_t pixelOffset = srcRect.fTop * bitmap.rowBytes()
+ + srcRect.fLeft * bitmap.bytesPerPixel();
+ tmpBitmap.copyPixelsFrom(
+ (uint8_t*)bitmap.getPixels() + pixelOffset,
+ bitmap.getSafeSize() - pixelOffset,
+ bitmap.rowBytes());
+
+ bitmapPtr = &tmpBitmap;
}
+
SkPaint paintWithTexture(paint);
paintWithTexture.setShader(SkShader::CreateBitmapShader( *bitmapPtr,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode))->unref();
paintWithTexture.getShader()->setLocalMatrix(m);
SkRect ScalarRect;
- ScalarRect.set(srcRect);
+ ScalarRect.setXYWH(0, 0, srcRect.width(), srcRect.height());
- if (m.rectStaysRect()) {
- // Preferred drawing method, optimized for rectangles
- m.mapRect(&ScalarRect);
- this->drawRect(draw, ScalarRect, paintWithTexture);
- } else {
- // Slower drawing method, for warped or rotated rectangles
- SkPath path;
- path.addRect(ScalarRect);
- path.transform(m);
- this->drawPath(draw, path, paintWithTexture, NULL, true);
- }
+ // Transform 'm' must be applied globally so that it will
+ // affect the blur radius.
+ SkMatrix matrix = *draw.fMatrix;
+ matrix.preConcat(m);
+ SkDraw myDraw(draw);
+ myDraw.fMatrix = &matrix;
+
+ this->drawRect(myDraw, ScalarRect, paintWithTexture);
return;
}