| Index: src/gpu/SkGpuDevice.cpp
|
| diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp
|
| index f4a1d4ee3edf76e166404fc568daef7d415b9379..dc1edd4b9874f6e78ee1ab15e310b01e484f3fda 100644
|
| --- a/src/gpu/SkGpuDevice.cpp
|
| +++ b/src/gpu/SkGpuDevice.cpp
|
| @@ -221,6 +221,38 @@ GrRenderTarget* SkGpuDevice::CreateRenderTarget(
|
| return texture->asRenderTarget();
|
| }
|
|
|
| +// This method ensures that we always have a texture-backed "bitmap" when we finally
|
| +// call through to the base impl so that the image filtering code will take the
|
| +// gpu-specific paths. This mirrors SkCanvas::internalDrawDevice (the other
|
| +// use of SkImageFilter::filterImage) in that the source and dest will have
|
| +// homogenous backing (e.g., raster or gpu).
|
| +void SkGpuDevice::drawBitmapAsSpriteWithImageFilter(const SkDraw& draw, const SkBitmap& bitmap,
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| + int x, int y, const SkPaint& paint) {
|
| + if (bitmap.getTexture()) {
|
| + INHERITED::drawBitmapAsSpriteWithImageFilter(draw, bitmap, x, y, paint);
|
| + return;
|
| + }
|
| +
|
| + SkAutoLockPixels alp(bitmap, !bitmap.getTexture());
|
| + if (!bitmap.getTexture() && !bitmap.readyToDraw()) {
|
| + return;
|
| + }
|
| +
|
| + GrTexture* texture;
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| + // draw sprite neither filters nor tiles.
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| + AutoBitmapTexture abt(fContext, bitmap, GrTextureParams::ClampNoFilter(), &texture);
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| + if (!texture) {
|
| + return;
|
| + }
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| +
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| + SkBitmap newBitmap;
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| +
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| + GrWrapTextureInBitmap(texture, texture->width(), texture->height(),
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| + bitmap.isOpaque(), &newBitmap);
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| +
|
| + INHERITED::drawBitmapAsSpriteWithImageFilter(draw, newBitmap, x, y, paint);
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| +}
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| +
|
| ///////////////////////////////////////////////////////////////////////////////
|
|
|
| bool SkGpuDevice::onReadPixels(const SkImageInfo& dstInfo, void* dstPixels, size_t dstRowBytes,
|
|
|