void FEDropShadow::applySoftware() { FilterEffect* in = inputEffect(0); ImageBuffer* resultImage = createImageBufferResult(); if (!resultImage) return; Filter* filter = this->filter(); FloatSize blurRadius(filter->applyHorizontalScale(m_stdX), filter->applyVerticalScale(m_stdY)); FloatSize offset(filter->applyHorizontalScale(m_dx), filter->applyVerticalScale(m_dy)); FloatRect drawingRegion = drawingRegionOfInputImage(in->absolutePaintRect()); GraphicsContext* resultContext = resultImage->context(); ASSERT(resultContext); Color color = adaptColorToOperatingColorSpace(m_shadowColor.combineWithAlpha(m_shadowOpacity)); SkAutoTUnref<SkImageFilter> blurFilter(SkBlurImageFilter::Create(blurRadius.width(), blurRadius.height())); SkAutoTUnref<SkColorFilter> colorFilter(SkColorFilter::CreateModeFilter(color.rgb(), SkXfermode::kSrcIn_Mode)); SkPaint paint; paint.setImageFilter(blurFilter.get()); paint.setColorFilter(colorFilter.get()); paint.setXfermodeMode(SkXfermode::kSrcOver_Mode); RefPtr<Image> image = in->asImageBuffer()->copyImage(DontCopyBackingStore); RefPtr<NativeImageSkia> nativeImage = image->nativeImageForCurrentFrame(); if (!nativeImage) return; resultContext->drawBitmap(nativeImage->bitmap(), drawingRegion.x() + offset.width(), drawingRegion.y() + offset.height(), &paint); resultContext->drawBitmap(nativeImage->bitmap(), drawingRegion.x(), drawingRegion.y()); }
bool FELighting::applySkia() { // For now, only use the skia implementation for accelerated rendering. if (!filter()->isAccelerated()) return false; ImageBuffer* resultImage = createImageBufferResult(); if (!resultImage) return false; FilterEffect* in = inputEffect(0); IntRect drawingRegion = drawingRegionOfInputImage(in->absolutePaintRect()); setIsAlphaImage(in->isAlphaImage()); RefPtr<Image> image = in->asImageBuffer()->copyImage(DontCopyBackingStore); RefPtr<NativeImageSkia> nativeImage = image->nativeImageForCurrentFrame(); if (!nativeImage) return false; GraphicsContext* dstContext = resultImage->context(); SkPaint paint; RefPtr<SkImageFilter> filter = createImageFilter(0); paint.setImageFilter(filter.get()); dstContext->drawBitmap(nativeImage->bitmap(), drawingRegion.location().x(), drawingRegion.location().y(), &paint); return true; }