Loading libs/renderengine/skia/SkiaGLRenderEngine.cpp +15 −12 Original line number Diff line number Diff line Loading @@ -872,8 +872,10 @@ void SkiaGLRenderEngine::drawLayersInternal( // save a snapshot of the activeSurface to use as input to the blur shaders blurInput = activeSurface->makeImageSnapshot(); // TODO we could skip this step if we know the blur will cover the entire image // blit the offscreen framebuffer into the destination AHB // blit the offscreen framebuffer into the destination AHB, but only // if there are blur regions. backgroundBlurRadius blurs the entire // image below, so it can skip this step. if (layer.blurRegions.size()) { SkPaint paint; paint.setBlendMode(SkBlendMode::kSrc); if (CC_UNLIKELY(mCapture->isCaptureRunning())) { Loading @@ -885,6 +887,7 @@ void SkiaGLRenderEngine::drawLayersInternal( } else { activeSurface->draw(dstCanvas, 0, 0, SkSamplingOptions(), &paint); } } // assign dstCanvas to canvas and ensure that the canvas state is up to date canvas = dstCanvas; Loading Loading
libs/renderengine/skia/SkiaGLRenderEngine.cpp +15 −12 Original line number Diff line number Diff line Loading @@ -872,8 +872,10 @@ void SkiaGLRenderEngine::drawLayersInternal( // save a snapshot of the activeSurface to use as input to the blur shaders blurInput = activeSurface->makeImageSnapshot(); // TODO we could skip this step if we know the blur will cover the entire image // blit the offscreen framebuffer into the destination AHB // blit the offscreen framebuffer into the destination AHB, but only // if there are blur regions. backgroundBlurRadius blurs the entire // image below, so it can skip this step. if (layer.blurRegions.size()) { SkPaint paint; paint.setBlendMode(SkBlendMode::kSrc); if (CC_UNLIKELY(mCapture->isCaptureRunning())) { Loading @@ -885,6 +887,7 @@ void SkiaGLRenderEngine::drawLayersInternal( } else { activeSurface->draw(dstCanvas, 0, 0, SkSamplingOptions(), &paint); } } // assign dstCanvas to canvas and ensure that the canvas state is up to date canvas = dstCanvas; Loading