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Unified Diff: src/gpu/SkGpuDevice.cpp

Issue 65133003: [GPU] Use view matrix + rect to implement subrect for drawBitmap when there is a mask filter and ble (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: remove unused matrix and change background color back to gray Created 7 years, 1 month ago
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Index: src/gpu/SkGpuDevice.cpp
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp
index 063509a5a4d6b3d4e27a81f7a852d7c140030a40..062ef54505fbef52f88d549087bc62889ddfa3f2 100644
--- a/src/gpu/SkGpuDevice.cpp
+++ b/src/gpu/SkGpuDevice.cpp
@@ -1117,26 +1117,23 @@ void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
SkBitmap tmp; // subset of bitmap, if necessary
const SkBitmap* bitmapPtr = &bitmap;
if (NULL != srcRectPtr) {
robertphillips 2013/11/22 18:59:37 Maybe: "In bleed mode we position the bitmap based
- SkIRect iSrc;
- srcRect.roundOut(&iSrc);
+ // In bleed mode we simply want to position the bitmap based on the src rect. Matrix m
+ // and srcRect already accounts for this.
+ if (!(SkCanvas::kBleed_DrawBitmapRectFlag & flags)) {
+ SkIRect iSrc;
+ srcRect.roundOut(&iSrc);
- SkPoint offset = SkPoint::Make(SkIntToScalar(iSrc.fLeft),
- SkIntToScalar(iSrc.fTop));
+ SkPoint offset = SkPoint::Make(SkIntToScalar(iSrc.fLeft),
+ SkIntToScalar(iSrc.fTop));
- if (SkCanvas::kBleed_DrawBitmapRectFlag & flags) {
- // In bleed mode we want to expand the src rect on all sides
- // but stay within the bitmap bounds
- SkIRect iClampRect = SkIRect::MakeWH(bitmap.width(), bitmap.height());
- clamped_unit_outset_with_offset(&iSrc, &offset, iClampRect);
- }
-
- if (!bitmap.extractSubset(&tmp, iSrc)) {
- return; // extraction failed
+ if (!bitmap.extractSubset(&tmp, iSrc)) {
+ return; // extraction failed
+ }
+ bitmapPtr = &tmp;
+ srcRect.offset(-offset.fX, -offset.fY);
+ // The source rect has changed so update the matrix
+ newM.preTranslate(offset.fX, offset.fY);
}
- bitmapPtr = &tmp;
- srcRect.offset(-offset.fX, -offset.fY);
- // The source rect has changed so update the matrix
- newM.preTranslate(offset.fX, offset.fY);
}
SkPaint paintWithTexture(paint);
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