Loading libs/renderengine/skia/SkiaGLRenderEngine.cpp +23 −20 Original line number Diff line number Diff line Loading @@ -821,6 +821,8 @@ status_t SkiaGLRenderEngine::drawLayers(const DisplaySettings& display, // rect to be blurred in the coordinate space of blurInput const auto blurRect = canvas->getTotalMatrix().mapRect(bounds); // TODO(b/182216890): Filter out empty layers earlier if (blurRect.width() > 0 && blurRect.height() > 0) { if (layer->backgroundBlurRadius > 0) { ATRACE_NAME("BackgroundBlur"); auto blurredImage = Loading @@ -829,8 +831,8 @@ status_t SkiaGLRenderEngine::drawLayers(const DisplaySettings& display, cachedBlurs[layer->backgroundBlurRadius] = blurredImage; mBlurFilter->drawBlurRegion(canvas, getBlurRegion(layer), blurRect, blurredImage, blurInput); mBlurFilter->drawBlurRegion(canvas, getBlurRegion(layer), blurRect, blurredImage, blurInput); } for (auto region : layer->blurRegions) { if (cachedBlurs[region.blurRadius] == nullptr) { Loading @@ -844,6 +846,7 @@ status_t SkiaGLRenderEngine::drawLayers(const DisplaySettings& display, cachedBlurs[region.blurRadius], blurInput); } } } // Shadows are assumed to live only on their own layer - it's not valid // to draw the boundary rectangles when there is already a caster shadow Loading Loading
libs/renderengine/skia/SkiaGLRenderEngine.cpp +23 −20 Original line number Diff line number Diff line Loading @@ -821,6 +821,8 @@ status_t SkiaGLRenderEngine::drawLayers(const DisplaySettings& display, // rect to be blurred in the coordinate space of blurInput const auto blurRect = canvas->getTotalMatrix().mapRect(bounds); // TODO(b/182216890): Filter out empty layers earlier if (blurRect.width() > 0 && blurRect.height() > 0) { if (layer->backgroundBlurRadius > 0) { ATRACE_NAME("BackgroundBlur"); auto blurredImage = Loading @@ -829,8 +831,8 @@ status_t SkiaGLRenderEngine::drawLayers(const DisplaySettings& display, cachedBlurs[layer->backgroundBlurRadius] = blurredImage; mBlurFilter->drawBlurRegion(canvas, getBlurRegion(layer), blurRect, blurredImage, blurInput); mBlurFilter->drawBlurRegion(canvas, getBlurRegion(layer), blurRect, blurredImage, blurInput); } for (auto region : layer->blurRegions) { if (cachedBlurs[region.blurRadius] == nullptr) { Loading @@ -844,6 +846,7 @@ status_t SkiaGLRenderEngine::drawLayers(const DisplaySettings& display, cachedBlurs[region.blurRadius], blurInput); } } } // Shadows are assumed to live only on their own layer - it's not valid // to draw the boundary rectangles when there is already a caster shadow Loading