Fix gpu drawBitmap to work when BM is A8 and we have a shader
BUG=skia:
Review URL: https://codereview.chromium.org/1399763002
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp
index 1af4929..c4239bd 100644
--- a/src/gpu/SkGpuDevice.cpp
+++ b/src/gpu/SkGpuDevice.cpp
@@ -1301,6 +1301,16 @@
SkScalarMul(srcRect.fRight, wInv),
SkScalarMul(srcRect.fBottom, hInv));
+ SkMatrix texMatrix;
+ texMatrix.reset();
+ if (kAlpha_8_SkColorType == bitmap.colorType() && paint.getShader()) {
+ // In cases where we are doing an A8 bitmap draw with a shader installed, we cannot use
+ // local coords with the bitmap draw since it may mess up texture look ups for the shader.
+ // Thus we need to pass in the transform matrix directly to the texture processor used for
+ // the bitmap draw.
+ texMatrix.setScale(wInv, hInv);
+ }
+
SkRect textureDomain = SkRect::MakeEmpty();
// Construct a GrPaint by setting the bitmap texture as the first effect and then configuring
@@ -1327,10 +1337,10 @@
}
textureDomain.setLTRB(left, top, right, bottom);
if (bicubic) {
- fp.reset(GrBicubicEffect::Create(texture, SkMatrix::I(), textureDomain));
+ fp.reset(GrBicubicEffect::Create(texture, texMatrix, textureDomain));
} else {
fp.reset(GrTextureDomainEffect::Create(texture,
- SkMatrix::I(),
+ texMatrix,
textureDomain,
GrTextureDomain::kClamp_Mode,
params.filterMode()));
@@ -1338,13 +1348,27 @@
} else if (bicubic) {
SkASSERT(GrTextureParams::kNone_FilterMode == params.filterMode());
SkShader::TileMode tileModes[2] = { params.getTileModeX(), params.getTileModeY() };
- fp.reset(GrBicubicEffect::Create(texture, SkMatrix::I(), tileModes));
+ fp.reset(GrBicubicEffect::Create(texture, texMatrix, tileModes));
} else {
- fp.reset(GrSimpleTextureEffect::Create(texture, SkMatrix::I(), params));
+ fp.reset(GrSimpleTextureEffect::Create(texture, texMatrix, params));
}
+ SkAutoTUnref<const GrFragmentProcessor> shaderFP;
+
if (kAlpha_8_SkColorType == bitmap.colorType()) {
- fp.reset(GrFragmentProcessor::MulOutputByInputUnpremulColor(fp));
+ if (const SkShader* shader = paint.getShader()) {
+ shaderFP.reset(shader->asFragmentProcessor(this->context(),
+ viewMatrix,
+ nullptr,
+ paint.getFilterQuality()));
+ if (!shaderFP) {
+ return;
+ }
+ const GrFragmentProcessor* fpSeries[] = { shaderFP.get(), fp.get() };
+ fp.reset(GrFragmentProcessor::RunInSeries(fpSeries, 2));
+ } else {
+ fp.reset(GrFragmentProcessor::MulOutputByInputUnpremulColor(fp));
+ }
} else {
fp.reset(GrFragmentProcessor::MulOutputByInputAlpha(fp));
}
@@ -1353,8 +1377,14 @@
return;
}
- fDrawContext->drawNonAARectToRect(fRenderTarget, fClip, grPaint, viewMatrix, dstRect,
- paintRect);
+ if (kAlpha_8_SkColorType == bitmap.colorType() && paint.getShader()) {
+ // We don't have local coords in this case and have previously set the transform
+ // matrices directly on the texture processor.
+ fDrawContext->drawRect(fRenderTarget, fClip, grPaint, viewMatrix, dstRect);
+ } else {
+ fDrawContext->drawNonAARectToRect(fRenderTarget, fClip, grPaint, viewMatrix, dstRect,
+ paintRect);
+ }
}
bool SkGpuDevice::filterTexture(GrContext* context, GrTexture* texture,