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-rw-r--r--src/gpu/SkGpuDevice.cpp9
1 files changed, 4 insertions, 5 deletions
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp
index 8197d2a0e8..83cdef701a 100644
--- a/src/gpu/SkGpuDevice.cpp
+++ b/src/gpu/SkGpuDevice.cpp
@@ -1335,7 +1335,7 @@ void SkGpuDevice::internalDrawBitmap(const SkBitmap& bitmap,
static bool filter_texture(SkBaseDevice* device, GrContext* context,
GrTexture* texture, const SkImageFilter* filter,
- int w, int h, const SkImageFilter::Context& ctx,
+ const SkImageFilter::Context& ctx,
SkBitmap* result, SkIPoint* offset) {
SkASSERT(filter);
SkDeviceImageFilterProxy proxy(device);
@@ -1380,7 +1380,7 @@ void SkGpuDevice::drawSprite(const SkDraw& draw, const SkBitmap& bitmap,
// This cache is transient, and is freed (along with all its contained
// textures) when it goes out of scope.
SkImageFilter::Context ctx(matrix, clipBounds, cache);
- if (filter_texture(this, fContext, texture, filter, w, h, ctx, &filteredBitmap,
+ if (filter_texture(this, fContext, texture, filter, ctx, &filteredBitmap,
&offset)) {
texture = (GrTexture*) filteredBitmap.getTexture();
w = filteredBitmap.width();
@@ -1491,7 +1491,7 @@ void SkGpuDevice::drawDevice(const SkDraw& draw, SkBaseDevice* device,
// textures) when it goes out of scope.
SkAutoTUnref<SkImageFilter::Cache> cache(getImageFilterCache());
SkImageFilter::Context ctx(matrix, clipBounds, cache);
- if (filter_texture(this, fContext, devTex, filter, w, h, ctx, &filteredBitmap,
+ if (filter_texture(this, fContext, devTex, filter, ctx, &filteredBitmap,
&offset)) {
devTex = filteredBitmap.getTexture();
w = filteredBitmap.width();
@@ -1544,8 +1544,7 @@ bool SkGpuDevice::filterImage(const SkImageFilter* filter, const SkBitmap& src,
// must be pushed upstack.
AutoBitmapTexture abt(fContext, src, NULL, &texture);
- return filter_texture(this, fContext, texture, filter, src.width(), src.height(), ctx,
- result, offset);
+ return filter_texture(this, fContext, texture, filter, ctx, result, offset);
}
///////////////////////////////////////////////////////////////////////////////