Index: include/core/SkMaskFilter.h |
diff --git a/include/core/SkMaskFilter.h b/include/core/SkMaskFilter.h |
index f4448ddddb453e9502f075f928303a0c9fb428f0..4d2536297a275f8b03b0727226dde878e951e9b1 100644 |
--- a/include/core/SkMaskFilter.h |
+++ b/include/core/SkMaskFilter.h |
@@ -15,6 +15,7 @@ |
#include "SkPaint.h" |
class GrContext; |
+class GrPaint; |
class SkBitmap; |
class SkBlitter; |
class SkBounder; |
@@ -89,6 +90,15 @@ public: |
SkRect* maskRect) const; |
/** |
+ * Try to directly render the mask filter into the target. Returns |
+ * true if drawing was successful. |
+ */ |
+ virtual bool directFilterMaskGPU(GrContext *context, |
bsalomon
2013/12/21 02:50:09
minor style nit: type* var
Also, is there a reas
humper
2013/12/23 13:26:58
Done.
|
+ GrPaint *grp, |
+ bool doFill, |
+ SkPath* path) const; |
+ |
+ /** |
* Perform this mask filter on the GPU. This is most often used for |
* multi-pass effects, where intermediate results must be rendered to |
* textures. For single-pass effects, use asNewEffect(). 'src' is the |