/*
* 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