Index: ui/gfx/canvas.cc |
diff --git a/ui/gfx/canvas.cc b/ui/gfx/canvas.cc |
index 883a7ce175bd748529807ef6f037a7c8e7dd7672..288d19256652b4f53ed2a00a3f1e8ffc76ea2a09 100644 |
--- a/ui/gfx/canvas.cc |
+++ b/ui/gfx/canvas.cc |
@@ -278,6 +278,18 @@ void Canvas::DrawBitmapInt(const SkBitmap& bitmap, |
int dest_x, int dest_y, int dest_w, int dest_h, |
bool filter, |
const SkPaint& paint) { |
+ DrawBitmapFloat(bitmap, static_cast<float>(src_x), static_cast<float>(src_y), |
+ static_cast<float>(src_w), static_cast<float>(src_h), |
+ static_cast<float>(dest_x), static_cast<float>(dest_y), |
+ static_cast<float>(dest_w), static_cast<float>(dest_h), |
+ filter, paint); |
+} |
+ |
+void Canvas::DrawBitmapFloat(const SkBitmap& bitmap, |
+ float src_x, float src_y, float src_w, float src_h, |
+ float dest_x, float dest_y, float dest_w, float dest_h, |
+ bool filter, |
+ const SkPaint& paint) { |
DLOG_ASSERT(src_x + src_w < std::numeric_limits<int16_t>::max() && |
src_y + src_h < std::numeric_limits<int16_t>::max()); |
if (src_w <= 0 || src_h <= 0) { |
@@ -288,10 +300,10 @@ void Canvas::DrawBitmapInt(const SkBitmap& bitmap, |
if (!IntersectsClipRectInt(dest_x, dest_y, dest_w, dest_h)) |
return; |
- SkRect dest_rect = { SkIntToScalar(dest_x), |
- SkIntToScalar(dest_y), |
- SkIntToScalar(dest_x + dest_w), |
- SkIntToScalar(dest_y + dest_h) }; |
+ SkRect dest_rect = { SkFloatToScalar(dest_x), |
+ SkFloatToScalar(dest_y), |
+ SkFloatToScalar(dest_x + dest_w), |
+ SkFloatToScalar(dest_y + dest_h) }; |
if (src_w == dest_w && src_h == dest_h) { |
// Workaround for apparent bug in Skia that causes image to occasionally |
@@ -309,10 +321,10 @@ void Canvas::DrawBitmapInt(const SkBitmap& bitmap, |
SkShader::kRepeat_TileMode, |
SkShader::kRepeat_TileMode); |
SkMatrix shader_scale; |
- shader_scale.setScale(SkFloatToScalar(static_cast<float>(dest_w) / src_w), |
- SkFloatToScalar(static_cast<float>(dest_h) / src_h)); |
- shader_scale.preTranslate(SkIntToScalar(-src_x), SkIntToScalar(-src_y)); |
- shader_scale.postTranslate(SkIntToScalar(dest_x), SkIntToScalar(dest_y)); |
+ shader_scale.setScale(SkFloatToScalar(dest_w / src_w), |
+ SkFloatToScalar(dest_h / src_h)); |
+ shader_scale.preTranslate(SkFloatToScalar(-src_x), SkFloatToScalar(-src_y)); |
+ shader_scale.postTranslate(SkFloatToScalar(dest_x), SkFloatToScalar(dest_y)); |
shader->setLocalMatrix(shader_scale); |
// Set up our paint to use the shader & release our reference (now just owned |