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-rw-r--r--libs/renderengine/skia/filters/KawaseBlurFilter.cpp3
1 files changed, 3 insertions, 0 deletions
diff --git a/libs/renderengine/skia/filters/KawaseBlurFilter.cpp b/libs/renderengine/skia/filters/KawaseBlurFilter.cpp
index d1d92e5c6e..061ec5f8a3 100644
--- a/libs/renderengine/skia/filters/KawaseBlurFilter.cpp
+++ b/libs/renderengine/skia/filters/KawaseBlurFilter.cpp
@@ -57,6 +57,8 @@ KawaseBlurFilter::KawaseBlurFilter(): BlurFilter() {
sk_sp<SkImage> KawaseBlurFilter::generate(GrRecordingContext* context, const uint32_t blurRadius,
const sk_sp<SkImage> input, const SkRect& blurRect)
const {
+
+ LOG_ALWAYS_FATAL_IF(input == nullptr, "%s: Invalid input image", __func__);
// Kawase is an approximation of Gaussian, but it behaves differently from it.
// A radius transformation is required for approximating them, and also to introduce
// non-integer steps, necessary to smoothly interpolate large radii.
@@ -85,6 +87,7 @@ sk_sp<SkImage> KawaseBlurFilter::generate(GrRecordingContext* context, const uin
// And now we'll build our chain of scaled blur stages
for (auto i = 1; i < numberOfPasses; i++) {
+ LOG_ALWAYS_FATAL_IF(tmpBlur == nullptr, "%s: tmpBlur is null for pass %d", __func__, i);
blurBuilder.child("child") =
tmpBlur->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear);
blurBuilder.uniform("in_blurOffset") = (float) i * radiusByPasses * kInputScale;