Index: src/gpu/SkGpuDevice.cpp |
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp |
index c2d8bdad325adc8ab5b09008ec5d7a9e90784568..ffe4a08560e571a94b7a161b192687a3a147c057 100644 |
--- a/src/gpu/SkGpuDevice.cpp |
+++ b/src/gpu/SkGpuDevice.cpp |
@@ -220,6 +220,33 @@ GrRenderTarget* SkGpuDevice::CreateRenderTarget( |
return texture->asRenderTarget(); |
} |
+void SkGpuDevice::drawBitmapAsSprite(const SkDraw& draw, const SkBitmap& bitmap, |
reed1
2016/03/21 20:41:35
// Want to ensure that we always have a texture-ba
robertphillips
2016/03/21 21:32:40
Done.
|
+ int x, int y, const SkPaint& paint) { |
+ if (bitmap.getTexture()) { |
+ INHERITED::drawBitmapAsSprite(draw, bitmap, x, y, paint); |
+ return; |
+ } |
+ |
+ SkAutoLockPixels alp(bitmap, !bitmap.getTexture()); |
+ if (!bitmap.getTexture() && !bitmap.readyToDraw()) { |
+ return; |
+ } |
+ |
+ GrTexture* texture; |
+ // draw sprite neither filters nor tiles. |
+ AutoBitmapTexture abt(fContext, bitmap, GrTextureParams::ClampNoFilter(), &texture); |
+ if (!texture) { |
+ return; |
+ } |
+ |
+ SkBitmap newBitmap; |
+ |
+ GrWrapTextureInBitmap(texture, texture->width(), texture->height(), |
+ bitmap.isOpaque(), &newBitmap); |
+ |
+ INHERITED::drawBitmapAsSprite(draw, newBitmap, x, y, paint); |
+} |
+ |
/////////////////////////////////////////////////////////////////////////////// |
bool SkGpuDevice::onReadPixels(const SkImageInfo& dstInfo, void* dstPixels, size_t dstRowBytes, |