Index: src/effects/SkDisplacementMapEffect.cpp |
diff --git a/src/effects/SkDisplacementMapEffect.cpp b/src/effects/SkDisplacementMapEffect.cpp |
index 4f6386d92e94c478bf3bca6938768fd5a46a48a0..8d068072a7454dd0f1f914ecdcae587d86b815f7 100644 |
--- a/src/effects/SkDisplacementMapEffect.cpp |
+++ b/src/effects/SkDisplacementMapEffect.cpp |
@@ -279,18 +279,7 @@ |
} |
SkIPoint displOffset = SkIPoint::Make(0, 0); |
- // Creation of the displacement map should happen in a non-colorspace aware context. This |
- // texture is a purely mathematical construct, so we want to just operate on the stored |
- // values. Consider: |
- // User supplies an sRGB displacement map. If we're rendering to a wider gamut, then we could |
- // end up filtering the displacement map into that gamut, which has the effect of reducing |
- // the amount of displacement that it represents (as encoded values move away from the |
- // primaries). |
- // With a more complex DAG attached to this input, it's not clear that working in ANY specific |
- // color space makes sense, so we ignore color spaces (and gamma) entirely. This may not be |
- // ideal, but it's at least consistent and predictable. |
- Context displContext(ctx.ctm(), ctx.clipBounds(), ctx.cache(), OutputProperties(nullptr)); |
- sk_sp<SkSpecialImage> displ(this->filterInput(0, source, displContext, &displOffset)); |
+ sk_sp<SkSpecialImage> displ(this->filterInput(0, source, ctx, &displOffset)); |
if (!displ) { |
return nullptr; |
} |