/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkGpuBlurUtils_DEFINED #define SkGpuBlurUtils_DEFINED #if SK_SUPPORT_GPU #include "GrRenderTargetContext.h" #include "effects/GrTextureDomain.h" class GrContext; class GrTexture; struct SkRect; namespace SkGpuBlurUtils { /** * Applies a 2D Gaussian blur to a given texture. The blurred result is returned * as a renderTargetContext in case the caller wishes to future draw into the result. * Note: one of sigmaX and sigmaY should be non-zero! * @param context The GPU context * @param src The source to be blurred. * @param colorSpace Color space of the source (used for the renderTargetContext result, * too). * @param dstBounds The destination bounds, relative to the source texture. * @param srcBounds The source bounds, relative to the source texture. If non-null, * no pixels will be sampled outside of this rectangle. * @param sigmaX The blur's standard deviation in X. * @param sigmaY The blur's standard deviation in Y. * @param mode The mode to handle samples outside bounds. * @param fit backing fit for the returned render target context * @return The renderTargetContext containing the blurred result. */ sk_sp<GrRenderTargetContext> GaussianBlur( GrContext* context, sk_sp<GrTextureProxy> src, sk_sp<SkColorSpace> colorSpace, const SkIRect& dstBounds, const SkIRect& srcBounds, float sigmaX, float sigmaY, GrTextureDomain::Mode mode, SkAlphaType at, SkBackingFit fit = SkBackingFit::kApprox); }; #endif #endif