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-rw-r--r--libs/renderengine/skia/filters/BlurFilter.cpp17
1 files changed, 13 insertions, 4 deletions
diff --git a/libs/renderengine/skia/filters/BlurFilter.cpp b/libs/renderengine/skia/filters/BlurFilter.cpp
index 5960e48f7b..ec710d97c3 100644
--- a/libs/renderengine/skia/filters/BlurFilter.cpp
+++ b/libs/renderengine/skia/filters/BlurFilter.cpp
@@ -36,13 +36,18 @@ BlurFilter::BlurFilter() {
SkString blurString(R"(
in shader input;
uniform float2 in_blurOffset;
+ uniform float2 in_maxSizeXY;
half4 main(float2 xy) {
half4 c = sample(input, xy);
- c += sample(input, xy + float2( in_blurOffset.x, in_blurOffset.y));
- c += sample(input, xy + float2( in_blurOffset.x, -in_blurOffset.y));
- c += sample(input, xy + float2(-in_blurOffset.x, in_blurOffset.y));
- c += sample(input, xy + float2(-in_blurOffset.x, -in_blurOffset.y));
+ c += sample(input, float2( clamp( in_blurOffset.x + xy.x, 0, in_maxSizeXY.x),
+ clamp(in_blurOffset.y + xy.y, 0, in_maxSizeXY.y)));
+ c += sample(input, float2( clamp( in_blurOffset.x + xy.x, 0, in_maxSizeXY.x),
+ clamp(-in_blurOffset.y + xy.y, 0, in_maxSizeXY.y)));
+ c += sample(input, float2( clamp( -in_blurOffset.x + xy.x, 0, in_maxSizeXY.x),
+ clamp(in_blurOffset.y + xy.y, 0, in_maxSizeXY.y)));
+ c += sample(input, float2( clamp( -in_blurOffset.x + xy.x, 0, in_maxSizeXY.x),
+ clamp(-in_blurOffset.y + xy.y, 0, in_maxSizeXY.y)));
return half4(c.rgb * 0.2, 1.0);
}
@@ -99,6 +104,8 @@ sk_sp<SkImage> BlurFilter::generate(GrRecordingContext* context, const uint32_t
blurBuilder.child("input") =
input->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear, blurMatrix);
blurBuilder.uniform("in_blurOffset") = SkV2{stepX * kInputScale, stepY * kInputScale};
+ blurBuilder.uniform("in_maxSizeXY") =
+ SkV2{blurRect.width() * kInputScale - 1, blurRect.height() * kInputScale - 1};
sk_sp<SkImage> tmpBlur(blurBuilder.makeImage(context, nullptr, scaledInfo, false));
@@ -108,6 +115,8 @@ sk_sp<SkImage> BlurFilter::generate(GrRecordingContext* context, const uint32_t
blurBuilder.child("input") =
tmpBlur->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear);
blurBuilder.uniform("in_blurOffset") = SkV2{stepX * stepScale, stepY * stepScale};
+ blurBuilder.uniform("in_maxSizeXY") =
+ SkV2{blurRect.width() * kInputScale - 1, blurRect.height() * kInputScale - 1};
tmpBlur = blurBuilder.makeImage(context, nullptr, scaledInfo, false);
}