#include "SkCanvas.h"
#include "SkCanvasPriv.h"
#include "SkBitmapDevice.h"
+#include "SkColorFilter.h"
#include "SkDeviceImageFilterProxy.h"
#include "SkDraw.h"
#include "SkDrawable.h"
/////////////////////////////////////////////////////////////////////////////
+static SkPaint* set_if_needed(SkLazyPaint* lazy, const SkPaint& orig) {
+ return lazy->isValid() ? lazy->get() : lazy->set(orig);
+}
+
+/**
+ * If the paint has an imagefilter, but it can be simplified to just a colorfilter, return that
+ * colorfilter, else return NULL.
+ */
+static SkColorFilter* image_to_color_filter(const SkPaint& paint) {
+#ifdef SK_SUPPORT_LEGACY_IMAGEFILTER_TO_COLORFILTER
+ return NULL;
+#else
+ SkImageFilter* imgf = paint.getImageFilter();
+ if (!imgf) {
+ return NULL;
+ }
+
+ SkColorFilter* imgCF;
+ if (!imgf->asAColorFilter(&imgCF)) {
+ return NULL;
+ }
+
+ SkColorFilter* paintCF = paint.getColorFilter();
+ if (NULL == paintCF) {
+ // there is no existing paint colorfilter, so we can just return the imagefilter's
+ return imgCF;
+ }
+
+ // The paint has both a colorfilter(paintCF) and an imagefilter-which-is-a-colorfilter(imgCF)
+ // and we need to combine them into a single colorfilter.
+ SkAutoTUnref<SkColorFilter> autoImgCF(imgCF);
+ return SkColorFilter::CreateComposeFilter(imgCF, paintCF);
+#endif
+}
+
class AutoDrawLooper {
public:
AutoDrawLooper(SkCanvas* canvas, const SkSurfaceProps& props, const SkPaint& paint,
fTempLayerForImageFilter = false;
fDone = false;
- if (!skipLayerForImageFilter && fOrigPaint.getImageFilter()) {
+ SkColorFilter* simplifiedCF = image_to_color_filter(fOrigPaint);
+ if (simplifiedCF) {
+ SkPaint* paint = set_if_needed(&fLazyPaintInit, fOrigPaint);
+ paint->setColorFilter(simplifiedCF)->unref();
+ paint->setImageFilter(NULL);
+ fPaint = paint;
+ }
+
+ if (!skipLayerForImageFilter && fPaint->getImageFilter()) {
/**
* We implement ImageFilters for a given draw by creating a layer, then applying the
* imagefilter to the pixels of that layer (its backing surface/image), and then
* draw onto the previous layer using the xfermode from the original paint.
*/
SkPaint tmp;
- tmp.setImageFilter(fOrigPaint.getImageFilter());
- tmp.setXfermode(fOrigPaint.getXfermode());
+ tmp.setImageFilter(fPaint->getImageFilter());
+ tmp.setXfermode(fPaint->getXfermode());
(void)canvas->internalSaveLayer(bounds, &tmp, SkCanvas::kARGB_ClipLayer_SaveFlag,
SkCanvas::kFullLayer_SaveLayerStrategy);
fTempLayerForImageFilter = true;
uint32_t oldFlags = paint.getFlags();
fNewPaintFlags = filter_paint_flags(props, oldFlags);
if (fIsSimple && (fNewPaintFlags != oldFlags)) {
- SkPaint* paint = fLazyPaint.set(fOrigPaint);
+ SkPaint* paint = set_if_needed(&fLazyPaintInit, fOrigPaint);
paint->setFlags(fNewPaintFlags);
fPaint = paint;
// if we're not simple, doNext() will take care of calling setFlags()
}
private:
- SkLazyPaint fLazyPaint;
+ SkLazyPaint fLazyPaintInit; // base paint storage in case we need to modify it
+ SkLazyPaint fLazyPaintPerLooper; // per-draw-looper storage, so the looper can modify it
SkCanvas* fCanvas;
const SkPaint& fOrigPaint;
SkDrawFilter* fFilter;
SkASSERT(!fIsSimple);
SkASSERT(fLooperContext || fFilter || fTempLayerForImageFilter);
- SkPaint* paint = fLazyPaint.set(fOrigPaint);
+ SkPaint* paint = fLazyPaintPerLooper.set(fLazyPaintInit.isValid() ?
+ *fLazyPaintInit.get() : fOrigPaint);
paint->setFlags(fNewPaintFlags);
if (fTempLayerForImageFilter) {