Index: src/gpu/SkGpuDevice.cpp |
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp |
index 9a78048aa7f139195a01c0bc0d97756319353da4..3f08aa4def073d422e2afc1ab1e9e5c3a8a02857 100644 |
--- a/src/gpu/SkGpuDevice.cpp |
+++ b/src/gpu/SkGpuDevice.cpp |
@@ -1062,7 +1062,40 @@ void SkGpuDevice::drawBitmapCommon(const SkDraw& draw, |
} |
} |
- if (paint.getMaskFilter()){ |
+ // If the render target is not msaa and draw is antialiased, we call |
+ // drawRect instead of drawing on the render target directly. |
+ // FIXME: the tiled bitmap code path doesn't currently support |
+ // anti-aliased edges, we work around that for now by drawing directly |
+ // if the image size exceeds maximum texture size. |
+ int maxTextureSize = fContext->getMaxTextureSize(); |
+ bool directDraw = fRenderTarget->isMultisampled() || |
+ !paint.isAntiAlias() || |
+ bitmap.width() > maxTextureSize || |
+ bitmap.height() > maxTextureSize; |
+ |
+ // we check whether dst rect are pixel aligned |
+ if (!directDraw) { |
+ bool staysRect = fContext->getMatrix().rectStaysRect(); |
+ |
+ if (staysRect) { |
+ SkRect rect; |
+ SkRect dstRect = SkRect::MakeXYWH(0, 0, dstSize.fWidth, dstSize.fHeight); |
+ fContext->getMatrix().mapRect(&rect, dstRect); |
+ const SkScalar *scalars = rect.asScalars(); |
+ bool isDstPixelAligned = true; |
+ for (int i = 0; i < 4; i++) { |
+ if (!SkScalarIsInt(scalars[i])) { |
+ isDstPixelAligned = false; |
+ break; |
+ } |
+ } |
+ |
+ if (isDstPixelAligned) |
+ directDraw = true; |
+ } |
+ } |
+ |
+ if (paint.getMaskFilter() || !directDraw) { |
// Convert the bitmap to a shader so that the rect can be drawn |
// through drawRect, which supports mask filters. |
SkBitmap tmp; // subset of bitmap, if necessary |