// Otherwise, the filter will be processed in software and
// uploaded to the GPU.
bool filterInputGPU(int index, SkImageFilter::Proxy* proxy, const SkBitmap& src, const Context&,
- SkBitmap* result, SkIPoint* offset, bool relaxSizeConstraint = true) const;
+ SkBitmap* result, SkIPoint* offset) const;
#endif
SK_TO_STRING_PUREVIRT()
bool SkImageFilter::filterInputGPU(int index, SkImageFilter::Proxy* proxy,
const SkBitmap& src, const Context& origCtx,
- SkBitmap* result, SkIPoint* offset,
- bool relaxSizeConstraint) const {
+ SkBitmap* result, SkIPoint* offset) const {
SkImageFilter* input = this->getInput(index);
if (!input) {
return true;
// called are restored before we return to the caller.
GrContext* context = src.getTexture()->getContext();
- SizeConstraint constraint = origCtx.sizeConstraint();
- if (relaxSizeConstraint && (kExact_SizeConstraint == constraint)) {
- constraint = kApprox_SizeConstraint;
- }
- Context ctx(origCtx.ctm(), origCtx.clipBounds(), origCtx.cache(), constraint);
+ Context ctx(origCtx.ctm(), origCtx.clipBounds(), origCtx.cache(), kApprox_SizeConstraint);
if (input->filterImage(proxy, src, this->mapContext(ctx), result, offset)) {
if (!result->getTexture()) {