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authorGravatar fmalita <fmalita@chromium.org>2015-02-12 13:56:50 -0800
committerGravatar Commit bot <commit-bot@chromium.org>2015-02-12 13:56:51 -0800
commit7b4d4c7a4668f771641aaed88b83d22d5efe6873 (patch)
tree4ce2139409f84b4a3f62e70dea0a0786907aad73 /src/pdf
parent201c98d08da4cee9997c339b3824310ddc6f7d12 (diff)
[PDF] Fix shader fallback mapping when clipped
The bounding box used for our pattern sizing is in device coordinates, but SkPDFImageShader::Create() runs it through the inverse CTM to map into shader space (with a notable effect of vertical flipping). In order not to implode, the fallback shader path needs to compute its adjustments in a consistent space. BUG=skia:3398, chromium:454591, chromium:455052 R=halcanary@google.com Review URL: https://codereview.chromium.org/901303003
Diffstat (limited to 'src/pdf')
-rw-r--r--src/pdf/SkPDFShader.cpp23
1 files changed, 16 insertions, 7 deletions
diff --git a/src/pdf/SkPDFShader.cpp b/src/pdf/SkPDFShader.cpp
index b20be99b0a..e9283bc275 100644
--- a/src/pdf/SkPDFShader.cpp
+++ b/src/pdf/SkPDFShader.cpp
@@ -24,7 +24,7 @@
#include "SkTSet.h"
#include "SkTypes.h"
-static bool inverseTransformBBox(const SkMatrix& matrix, SkRect* bbox) {
+static bool inverse_transform_bbox(const SkMatrix& matrix, SkRect* bbox) {
SkMatrix inverse;
if (!matrix.invert(&inverse)) {
return false;
@@ -849,7 +849,7 @@ SkPDFFunctionShader* SkPDFFunctionShader::Create(
SkRect bbox;
bbox.set(state.fBBox);
- if (!inverseTransformBBox(finalMatrix, &bbox)) {
+ if (!inverse_transform_bbox(finalMatrix, &bbox)) {
return NULL;
}
@@ -922,7 +922,7 @@ SkPDFImageShader* SkPDFImageShader::Create(
finalMatrix.preConcat(state.fShaderTransform);
SkRect deviceBounds;
deviceBounds.set(state.fBBox);
- if (!inverseTransformBBox(finalMatrix, &deviceBounds)) {
+ if (!inverse_transform_bbox(finalMatrix, &deviceBounds)) {
return NULL;
}
@@ -1200,6 +1200,15 @@ SkPDFShader::State::State(const SkShader& shader, const SkMatrix& canvasTransfor
// * shade the whole area
// * use the result as a bitmap shader
+ // bbox is in device space. While that's exactly what we want for sizing our bitmap,
+ // we need to map it into shader space for adjustments (to match
+ // SkPDFImageShader::Create's behavior).
+ SkRect shaderRect = SkRect::Make(bbox);
+ if (!inverse_transform_bbox(canvasTransform, &shaderRect)) {
+ fImage.reset();
+ return;
+ }
+
// Clamp the bitmap size to about 1M pixels
static const SkScalar kMaxBitmapArea = 1024 * 1024;
SkScalar bitmapArea = rasterScale * bbox.width() * rasterScale * bbox.height();
@@ -1209,8 +1218,8 @@ SkPDFShader::State::State(const SkShader& shader, const SkMatrix& canvasTransfor
SkISize size = SkISize::Make(SkScalarRoundToInt(rasterScale * bbox.width()),
SkScalarRoundToInt(rasterScale * bbox.height()));
- SkSize scale = SkSize::Make(SkIntToScalar(size.width()) / SkIntToScalar(bbox.width()),
- SkIntToScalar(size.height()) / SkIntToScalar(bbox.height()));
+ SkSize scale = SkSize::Make(SkIntToScalar(size.width()) / shaderRect.width(),
+ SkIntToScalar(size.height()) / shaderRect.height());
fImage.allocN32Pixels(size.width(), size.height());
fImage.eraseColor(SK_ColorTRANSPARENT);
@@ -1220,10 +1229,10 @@ SkPDFShader::State::State(const SkShader& shader, const SkMatrix& canvasTransfor
SkCanvas canvas(fImage);
canvas.scale(scale.width(), scale.height());
- canvas.translate(-SkIntToScalar(bbox.x()), -SkIntToScalar(bbox.y()));
+ canvas.translate(-shaderRect.x(), -shaderRect.y());
canvas.drawPaint(p);
- fShaderTransform.setTranslate(SkIntToScalar(bbox.x()), SkIntToScalar(bbox.y()));
+ fShaderTransform.setTranslate(shaderRect.x(), shaderRect.y());
fShaderTransform.preScale(1 / scale.width(), 1 / scale.height());
} else {
SkASSERT(matrix.isIdentity());