Loading libs/renderengine/skia/filters/KawaseBlurFilter.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -126,7 +126,7 @@ sk_sp<SkImage> KawaseBlurFilter::generate(GrRecordingContext* context, surfaceTwo = surface->makeSurface(scaledInfo); LOG_ALWAYS_FATAL_IF(!surfaceTwo, "%s: Failed to create second blur surface!", __func__); for (auto i = 2; i <= numberOfPasses; i++) { for (auto i = 1; i < numberOfPasses; i++) { LOG_ALWAYS_FATAL_IF(tmpBlur == nullptr, "%s: tmpBlur is null for pass %d", __func__, i); blurBuilder.child("child") = tmpBlur->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear); Loading libs/renderengine/tests/RenderEngineTest.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -1095,7 +1095,7 @@ void RenderEngineTest::fillBufferWithRoundedCorners() { template <typename SourceVariant> void RenderEngineTest::fillBufferAndBlurBackground() { auto blurRadius = 30; auto blurRadius = 50; auto center = DEFAULT_DISPLAY_WIDTH / 2; renderengine::DisplaySettings settings; Loading Loading
libs/renderengine/skia/filters/KawaseBlurFilter.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -126,7 +126,7 @@ sk_sp<SkImage> KawaseBlurFilter::generate(GrRecordingContext* context, surfaceTwo = surface->makeSurface(scaledInfo); LOG_ALWAYS_FATAL_IF(!surfaceTwo, "%s: Failed to create second blur surface!", __func__); for (auto i = 2; i <= numberOfPasses; i++) { for (auto i = 1; i < numberOfPasses; i++) { LOG_ALWAYS_FATAL_IF(tmpBlur == nullptr, "%s: tmpBlur is null for pass %d", __func__, i); blurBuilder.child("child") = tmpBlur->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear); Loading
libs/renderengine/tests/RenderEngineTest.cpp +1 −1 Original line number Diff line number Diff line Loading @@ -1095,7 +1095,7 @@ void RenderEngineTest::fillBufferWithRoundedCorners() { template <typename SourceVariant> void RenderEngineTest::fillBufferAndBlurBackground() { auto blurRadius = 30; auto blurRadius = 50; auto center = DEFAULT_DISPLAY_WIDTH / 2; renderengine::DisplaySettings settings; Loading