xref: /aosp_15_r20/external/skia/modules/sksg/src/SkSGRenderEffect.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2019 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGRenderEffect.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlender.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTileMode.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkImageFilters.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "modules/sksg/include/SkSGRenderNode.h"
17*c8dee2aaSAndroid Build Coastguard Worker 
18*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker class SkMatrix;
21*c8dee2aaSAndroid Build Coastguard Worker 
22*c8dee2aaSAndroid Build Coastguard Worker namespace sksg {
23*c8dee2aaSAndroid Build Coastguard Worker 
Make(sk_sp<RenderNode> child,sk_sp<SkShader> sh)24*c8dee2aaSAndroid Build Coastguard Worker sk_sp<MaskShaderEffect> MaskShaderEffect::Make(sk_sp<RenderNode> child, sk_sp<SkShader> sh) {
25*c8dee2aaSAndroid Build Coastguard Worker     return child ? sk_sp<MaskShaderEffect>(new MaskShaderEffect(std::move(child), std::move(sh)))
26*c8dee2aaSAndroid Build Coastguard Worker                  : nullptr;
27*c8dee2aaSAndroid Build Coastguard Worker }
28*c8dee2aaSAndroid Build Coastguard Worker 
MaskShaderEffect(sk_sp<RenderNode> child,sk_sp<SkShader> sh)29*c8dee2aaSAndroid Build Coastguard Worker MaskShaderEffect::MaskShaderEffect(sk_sp<RenderNode> child, sk_sp<SkShader> sh)
30*c8dee2aaSAndroid Build Coastguard Worker     : INHERITED(std::move(child))
31*c8dee2aaSAndroid Build Coastguard Worker     , fShader(std::move(sh)) {
32*c8dee2aaSAndroid Build Coastguard Worker }
33*c8dee2aaSAndroid Build Coastguard Worker 
onRender(SkCanvas * canvas,const RenderContext * ctx) const34*c8dee2aaSAndroid Build Coastguard Worker void MaskShaderEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const {
35*c8dee2aaSAndroid Build Coastguard Worker     const auto local_ctx = ScopedRenderContext(canvas, ctx)
36*c8dee2aaSAndroid Build Coastguard Worker             .modulateMaskShader(fShader, canvas->getTotalMatrix());
37*c8dee2aaSAndroid Build Coastguard Worker 
38*c8dee2aaSAndroid Build Coastguard Worker     this->INHERITED::onRender(canvas, local_ctx);
39*c8dee2aaSAndroid Build Coastguard Worker }
40*c8dee2aaSAndroid Build Coastguard Worker 
Make(sk_sp<RenderNode> child,sk_sp<Shader> shader)41*c8dee2aaSAndroid Build Coastguard Worker sk_sp<ShaderEffect> ShaderEffect::Make(sk_sp<RenderNode> child, sk_sp<Shader> shader) {
42*c8dee2aaSAndroid Build Coastguard Worker     return child ? sk_sp<ShaderEffect>(new ShaderEffect(std::move(child), std::move(shader)))
43*c8dee2aaSAndroid Build Coastguard Worker                  : nullptr;
44*c8dee2aaSAndroid Build Coastguard Worker }
45*c8dee2aaSAndroid Build Coastguard Worker 
ShaderEffect(sk_sp<RenderNode> child,sk_sp<Shader> shader)46*c8dee2aaSAndroid Build Coastguard Worker ShaderEffect::ShaderEffect(sk_sp<RenderNode> child, sk_sp<Shader> shader)
47*c8dee2aaSAndroid Build Coastguard Worker     : INHERITED(std::move(child))
48*c8dee2aaSAndroid Build Coastguard Worker     , fShader(std::move(shader)) {
49*c8dee2aaSAndroid Build Coastguard Worker     if (fShader) {
50*c8dee2aaSAndroid Build Coastguard Worker         this->observeInval(fShader);
51*c8dee2aaSAndroid Build Coastguard Worker     }
52*c8dee2aaSAndroid Build Coastguard Worker }
53*c8dee2aaSAndroid Build Coastguard Worker 
~ShaderEffect()54*c8dee2aaSAndroid Build Coastguard Worker ShaderEffect::~ShaderEffect() {
55*c8dee2aaSAndroid Build Coastguard Worker     if (fShader) {
56*c8dee2aaSAndroid Build Coastguard Worker         this->unobserveInval(fShader);
57*c8dee2aaSAndroid Build Coastguard Worker     }
58*c8dee2aaSAndroid Build Coastguard Worker }
59*c8dee2aaSAndroid Build Coastguard Worker 
setShader(sk_sp<Shader> sh)60*c8dee2aaSAndroid Build Coastguard Worker void ShaderEffect::setShader(sk_sp<Shader> sh) {
61*c8dee2aaSAndroid Build Coastguard Worker     if (fShader) {
62*c8dee2aaSAndroid Build Coastguard Worker         this->unobserveInval(fShader);
63*c8dee2aaSAndroid Build Coastguard Worker     }
64*c8dee2aaSAndroid Build Coastguard Worker 
65*c8dee2aaSAndroid Build Coastguard Worker     fShader = std::move(sh);
66*c8dee2aaSAndroid Build Coastguard Worker 
67*c8dee2aaSAndroid Build Coastguard Worker     if (fShader) {
68*c8dee2aaSAndroid Build Coastguard Worker         this->observeInval(fShader);
69*c8dee2aaSAndroid Build Coastguard Worker     }
70*c8dee2aaSAndroid Build Coastguard Worker }
onRevalidate(InvalidationController * ic,const SkMatrix & ctm)71*c8dee2aaSAndroid Build Coastguard Worker SkRect ShaderEffect::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) {
72*c8dee2aaSAndroid Build Coastguard Worker     if (fShader) {
73*c8dee2aaSAndroid Build Coastguard Worker         fShader->revalidate(ic, ctm);
74*c8dee2aaSAndroid Build Coastguard Worker     }
75*c8dee2aaSAndroid Build Coastguard Worker 
76*c8dee2aaSAndroid Build Coastguard Worker     return this->INHERITED::onRevalidate(ic, ctm);
77*c8dee2aaSAndroid Build Coastguard Worker }
78*c8dee2aaSAndroid Build Coastguard Worker 
onRender(SkCanvas * canvas,const RenderContext * ctx) const79*c8dee2aaSAndroid Build Coastguard Worker void ShaderEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const {
80*c8dee2aaSAndroid Build Coastguard Worker     const auto local_ctx = ScopedRenderContext(canvas, ctx)
81*c8dee2aaSAndroid Build Coastguard Worker             .modulateShader(fShader ? fShader->getShader() : nullptr, canvas->getTotalMatrix());
82*c8dee2aaSAndroid Build Coastguard Worker 
83*c8dee2aaSAndroid Build Coastguard Worker     this->INHERITED::onRender(canvas, local_ctx);
84*c8dee2aaSAndroid Build Coastguard Worker }
85*c8dee2aaSAndroid Build Coastguard Worker 
Shader()86*c8dee2aaSAndroid Build Coastguard Worker Shader::Shader() : INHERITED(kBubbleDamage_Trait) {}
87*c8dee2aaSAndroid Build Coastguard Worker 
88*c8dee2aaSAndroid Build Coastguard Worker Shader::~Shader() = default;
89*c8dee2aaSAndroid Build Coastguard Worker 
onRevalidate(InvalidationController *,const SkMatrix &)90*c8dee2aaSAndroid Build Coastguard Worker SkRect Shader::onRevalidate(InvalidationController*, const SkMatrix&) {
91*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(this->hasInval());
92*c8dee2aaSAndroid Build Coastguard Worker 
93*c8dee2aaSAndroid Build Coastguard Worker     fShader = this->onRevalidateShader();
94*c8dee2aaSAndroid Build Coastguard Worker     return SkRect::MakeEmpty();
95*c8dee2aaSAndroid Build Coastguard Worker }
96*c8dee2aaSAndroid Build Coastguard Worker 
Make(sk_sp<RenderNode> child,sk_sp<ImageFilter> filter)97*c8dee2aaSAndroid Build Coastguard Worker sk_sp<RenderNode> ImageFilterEffect::Make(sk_sp<RenderNode> child, sk_sp<ImageFilter> filter) {
98*c8dee2aaSAndroid Build Coastguard Worker     return filter ? sk_sp<RenderNode>(new ImageFilterEffect(std::move(child), std::move(filter)))
99*c8dee2aaSAndroid Build Coastguard Worker                   : child;
100*c8dee2aaSAndroid Build Coastguard Worker }
101*c8dee2aaSAndroid Build Coastguard Worker 
ImageFilterEffect(sk_sp<RenderNode> child,sk_sp<ImageFilter> filter)102*c8dee2aaSAndroid Build Coastguard Worker ImageFilterEffect::ImageFilterEffect(sk_sp<RenderNode> child, sk_sp<ImageFilter> filter)
103*c8dee2aaSAndroid Build Coastguard Worker     // filters always override descendent damage
104*c8dee2aaSAndroid Build Coastguard Worker     : INHERITED(std::move(child), kOverrideDamage_Trait)
105*c8dee2aaSAndroid Build Coastguard Worker     , fImageFilter(std::move(filter)) {
106*c8dee2aaSAndroid Build Coastguard Worker     this->observeInval(fImageFilter);
107*c8dee2aaSAndroid Build Coastguard Worker }
108*c8dee2aaSAndroid Build Coastguard Worker 
~ImageFilterEffect()109*c8dee2aaSAndroid Build Coastguard Worker ImageFilterEffect::~ImageFilterEffect() {
110*c8dee2aaSAndroid Build Coastguard Worker     this->unobserveInval(fImageFilter);
111*c8dee2aaSAndroid Build Coastguard Worker }
112*c8dee2aaSAndroid Build Coastguard Worker 
onRevalidate(InvalidationController * ic,const SkMatrix & ctm)113*c8dee2aaSAndroid Build Coastguard Worker SkRect ImageFilterEffect::onRevalidate(InvalidationController* ic, const SkMatrix& ctm) {
114*c8dee2aaSAndroid Build Coastguard Worker     const auto content_bounds = this->INHERITED::onRevalidate(ic, ctm);
115*c8dee2aaSAndroid Build Coastguard Worker 
116*c8dee2aaSAndroid Build Coastguard Worker     if (fCropping == Cropping::kContent) {
117*c8dee2aaSAndroid Build Coastguard Worker         fImageFilter->setCropRect(content_bounds);
118*c8dee2aaSAndroid Build Coastguard Worker     } else {
119*c8dee2aaSAndroid Build Coastguard Worker         fImageFilter->setCropRect(std::nullopt);
120*c8dee2aaSAndroid Build Coastguard Worker     }
121*c8dee2aaSAndroid Build Coastguard Worker 
122*c8dee2aaSAndroid Build Coastguard Worker     // FIXME: image filter effects should replace the descendents' damage!
123*c8dee2aaSAndroid Build Coastguard Worker     fImageFilter->revalidate(ic, ctm);
124*c8dee2aaSAndroid Build Coastguard Worker 
125*c8dee2aaSAndroid Build Coastguard Worker     const auto& filter = fImageFilter->getFilter();
126*c8dee2aaSAndroid Build Coastguard Worker 
127*c8dee2aaSAndroid Build Coastguard Worker     // Would be nice for this this to stick, but canComputeFastBounds()
128*c8dee2aaSAndroid Build Coastguard Worker     // appears to be conservative (false negatives).
129*c8dee2aaSAndroid Build Coastguard Worker     // SkASSERT(!filter || filter->canComputeFastBounds());
130*c8dee2aaSAndroid Build Coastguard Worker 
131*c8dee2aaSAndroid Build Coastguard Worker     return filter ? filter->computeFastBounds(content_bounds)
132*c8dee2aaSAndroid Build Coastguard Worker                   : content_bounds;
133*c8dee2aaSAndroid Build Coastguard Worker }
134*c8dee2aaSAndroid Build Coastguard Worker 
onNodeAt(const SkPoint & p) const135*c8dee2aaSAndroid Build Coastguard Worker const RenderNode* ImageFilterEffect::onNodeAt(const SkPoint& p) const {
136*c8dee2aaSAndroid Build Coastguard Worker     // TODO: map p through the filter DAG and dispatch to descendants?
137*c8dee2aaSAndroid Build Coastguard Worker     // For now, image filters occlude hit-testing.
138*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(this->bounds().contains(p.x(), p.y()));
139*c8dee2aaSAndroid Build Coastguard Worker     return this;
140*c8dee2aaSAndroid Build Coastguard Worker }
141*c8dee2aaSAndroid Build Coastguard Worker 
onRender(SkCanvas * canvas,const RenderContext * ctx) const142*c8dee2aaSAndroid Build Coastguard Worker void ImageFilterEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const {
143*c8dee2aaSAndroid Build Coastguard Worker     // Note: we're using the source content bounds for saveLayer, not our local/filtered bounds.
144*c8dee2aaSAndroid Build Coastguard Worker     const auto filter_ctx =
145*c8dee2aaSAndroid Build Coastguard Worker         ScopedRenderContext(canvas, ctx).setFilterIsolation(this->getChild()->bounds(),
146*c8dee2aaSAndroid Build Coastguard Worker                                                             canvas->getTotalMatrix(),
147*c8dee2aaSAndroid Build Coastguard Worker                                                             fImageFilter->getFilter());
148*c8dee2aaSAndroid Build Coastguard Worker     this->INHERITED::onRender(canvas, filter_ctx);
149*c8dee2aaSAndroid Build Coastguard Worker }
150*c8dee2aaSAndroid Build Coastguard Worker 
ImageFilter()151*c8dee2aaSAndroid Build Coastguard Worker ImageFilter::ImageFilter() : INHERITED(kBubbleDamage_Trait) {}
152*c8dee2aaSAndroid Build Coastguard Worker 
153*c8dee2aaSAndroid Build Coastguard Worker ImageFilter::~ImageFilter() = default;
154*c8dee2aaSAndroid Build Coastguard Worker 
onRevalidate(InvalidationController *,const SkMatrix &)155*c8dee2aaSAndroid Build Coastguard Worker SkRect ImageFilter::onRevalidate(InvalidationController*, const SkMatrix&) {
156*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(this->hasInval());
157*c8dee2aaSAndroid Build Coastguard Worker 
158*c8dee2aaSAndroid Build Coastguard Worker     fFilter = this->onRevalidateFilter();
159*c8dee2aaSAndroid Build Coastguard Worker     return SkRect::MakeEmpty();
160*c8dee2aaSAndroid Build Coastguard Worker }
161*c8dee2aaSAndroid Build Coastguard Worker 
162*c8dee2aaSAndroid Build Coastguard Worker ExternalImageFilter:: ExternalImageFilter() = default;
163*c8dee2aaSAndroid Build Coastguard Worker ExternalImageFilter::~ExternalImageFilter() = default;
164*c8dee2aaSAndroid Build Coastguard Worker 
Make()165*c8dee2aaSAndroid Build Coastguard Worker sk_sp<DropShadowImageFilter> DropShadowImageFilter::Make() {
166*c8dee2aaSAndroid Build Coastguard Worker     return sk_sp<DropShadowImageFilter>(new DropShadowImageFilter());
167*c8dee2aaSAndroid Build Coastguard Worker }
168*c8dee2aaSAndroid Build Coastguard Worker 
DropShadowImageFilter()169*c8dee2aaSAndroid Build Coastguard Worker DropShadowImageFilter::DropShadowImageFilter()
170*c8dee2aaSAndroid Build Coastguard Worker     : INHERITED() {}
171*c8dee2aaSAndroid Build Coastguard Worker 
172*c8dee2aaSAndroid Build Coastguard Worker DropShadowImageFilter::~DropShadowImageFilter() = default;
173*c8dee2aaSAndroid Build Coastguard Worker 
onRevalidateFilter()174*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImageFilter> DropShadowImageFilter::onRevalidateFilter() {
175*c8dee2aaSAndroid Build Coastguard Worker     if (fMode == Mode::kShadowOnly) {
176*c8dee2aaSAndroid Build Coastguard Worker         return SkImageFilters::DropShadowOnly(fOffset.x(), fOffset.y(), fSigma.x(), fSigma.y(),
177*c8dee2aaSAndroid Build Coastguard Worker                                               fColor, nullptr, this->getCropRect());
178*c8dee2aaSAndroid Build Coastguard Worker     } else {
179*c8dee2aaSAndroid Build Coastguard Worker         return SkImageFilters::DropShadow(fOffset.x(), fOffset.y(), fSigma.x(), fSigma.y(),
180*c8dee2aaSAndroid Build Coastguard Worker                                           fColor, nullptr, this->getCropRect());
181*c8dee2aaSAndroid Build Coastguard Worker     }
182*c8dee2aaSAndroid Build Coastguard Worker }
183*c8dee2aaSAndroid Build Coastguard Worker 
Make()184*c8dee2aaSAndroid Build Coastguard Worker sk_sp<BlurImageFilter> BlurImageFilter::Make() {
185*c8dee2aaSAndroid Build Coastguard Worker     return sk_sp<BlurImageFilter>(new BlurImageFilter());
186*c8dee2aaSAndroid Build Coastguard Worker }
187*c8dee2aaSAndroid Build Coastguard Worker 
BlurImageFilter()188*c8dee2aaSAndroid Build Coastguard Worker BlurImageFilter::BlurImageFilter()
189*c8dee2aaSAndroid Build Coastguard Worker     : INHERITED() {}
190*c8dee2aaSAndroid Build Coastguard Worker 
191*c8dee2aaSAndroid Build Coastguard Worker BlurImageFilter::~BlurImageFilter() = default;
192*c8dee2aaSAndroid Build Coastguard Worker 
onRevalidateFilter()193*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImageFilter> BlurImageFilter::onRevalidateFilter() {
194*c8dee2aaSAndroid Build Coastguard Worker     // Tile modes other than kDecal require an explicit crop rect.
195*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(fTileMode == SkTileMode::kDecal || this->getCropRect().has_value());
196*c8dee2aaSAndroid Build Coastguard Worker     return SkImageFilters::Blur(fSigma.x(), fSigma.y(), fTileMode, nullptr, this->getCropRect());
197*c8dee2aaSAndroid Build Coastguard Worker }
198*c8dee2aaSAndroid Build Coastguard Worker 
Make(sk_sp<RenderNode> child,sk_sp<SkBlender> blender)199*c8dee2aaSAndroid Build Coastguard Worker sk_sp<BlenderEffect> BlenderEffect::Make(sk_sp<RenderNode> child, sk_sp<SkBlender> blender) {
200*c8dee2aaSAndroid Build Coastguard Worker     return child ? sk_sp<BlenderEffect>(new BlenderEffect(std::move(child), std::move(blender)))
201*c8dee2aaSAndroid Build Coastguard Worker                  : nullptr;
202*c8dee2aaSAndroid Build Coastguard Worker }
203*c8dee2aaSAndroid Build Coastguard Worker 
BlenderEffect(sk_sp<RenderNode> child,sk_sp<SkBlender> blender)204*c8dee2aaSAndroid Build Coastguard Worker BlenderEffect::BlenderEffect(sk_sp<RenderNode> child, sk_sp<SkBlender> blender)
205*c8dee2aaSAndroid Build Coastguard Worker     : INHERITED(std::move(child))
206*c8dee2aaSAndroid Build Coastguard Worker     , fBlender (std::move(blender)) {}
207*c8dee2aaSAndroid Build Coastguard Worker 
208*c8dee2aaSAndroid Build Coastguard Worker BlenderEffect::~BlenderEffect() = default;
209*c8dee2aaSAndroid Build Coastguard Worker 
onRender(SkCanvas * canvas,const RenderContext * ctx) const210*c8dee2aaSAndroid Build Coastguard Worker void BlenderEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const {
211*c8dee2aaSAndroid Build Coastguard Worker     const auto local_ctx = ScopedRenderContext(canvas, ctx).modulateBlender(fBlender);
212*c8dee2aaSAndroid Build Coastguard Worker 
213*c8dee2aaSAndroid Build Coastguard Worker     this->INHERITED::onRender(canvas, local_ctx);
214*c8dee2aaSAndroid Build Coastguard Worker }
215*c8dee2aaSAndroid Build Coastguard Worker 
onNodeAt(const SkPoint & p) const216*c8dee2aaSAndroid Build Coastguard Worker const RenderNode* BlenderEffect::onNodeAt(const SkPoint& p) const {
217*c8dee2aaSAndroid Build Coastguard Worker     // TODO: we likely need to do something more sophisticated than delegate to descendants here.
218*c8dee2aaSAndroid Build Coastguard Worker     return this->INHERITED::onNodeAt(p);
219*c8dee2aaSAndroid Build Coastguard Worker }
220*c8dee2aaSAndroid Build Coastguard Worker 
Make(sk_sp<RenderNode> child,SkBlendMode mode)221*c8dee2aaSAndroid Build Coastguard Worker sk_sp<LayerEffect> LayerEffect::Make(sk_sp<RenderNode> child, SkBlendMode mode) {
222*c8dee2aaSAndroid Build Coastguard Worker     return child ? sk_sp<LayerEffect>(new LayerEffect(std::move(child), mode))
223*c8dee2aaSAndroid Build Coastguard Worker                  : nullptr;
224*c8dee2aaSAndroid Build Coastguard Worker }
225*c8dee2aaSAndroid Build Coastguard Worker 
LayerEffect(sk_sp<RenderNode> child,SkBlendMode mode)226*c8dee2aaSAndroid Build Coastguard Worker LayerEffect::LayerEffect(sk_sp<RenderNode> child, SkBlendMode mode)
227*c8dee2aaSAndroid Build Coastguard Worker     : INHERITED(std::move(child))
228*c8dee2aaSAndroid Build Coastguard Worker     , fMode(mode) {}
229*c8dee2aaSAndroid Build Coastguard Worker 
230*c8dee2aaSAndroid Build Coastguard Worker LayerEffect::~LayerEffect() = default;
231*c8dee2aaSAndroid Build Coastguard Worker 
onRender(SkCanvas * canvas,const RenderContext * ctx) const232*c8dee2aaSAndroid Build Coastguard Worker void LayerEffect::onRender(SkCanvas* canvas, const RenderContext* ctx) const {
233*c8dee2aaSAndroid Build Coastguard Worker     SkAutoCanvasRestore acr(canvas, false);
234*c8dee2aaSAndroid Build Coastguard Worker 
235*c8dee2aaSAndroid Build Coastguard Worker     // Commit any potential pending paint effects to their own layer.
236*c8dee2aaSAndroid Build Coastguard Worker     const auto local_ctx = ScopedRenderContext(canvas, ctx).setIsolation(this->bounds(),
237*c8dee2aaSAndroid Build Coastguard Worker                                                                          canvas->getTotalMatrix(),
238*c8dee2aaSAndroid Build Coastguard Worker                                                                          true);
239*c8dee2aaSAndroid Build Coastguard Worker 
240*c8dee2aaSAndroid Build Coastguard Worker     SkPaint layer_paint;
241*c8dee2aaSAndroid Build Coastguard Worker     if (ctx) {
242*c8dee2aaSAndroid Build Coastguard Worker         // Apply all optional context overrides upfront.
243*c8dee2aaSAndroid Build Coastguard Worker         ctx->modulatePaint(canvas->getTotalMatrix(), &layer_paint);
244*c8dee2aaSAndroid Build Coastguard Worker     }
245*c8dee2aaSAndroid Build Coastguard Worker     layer_paint.setBlendMode(fMode);
246*c8dee2aaSAndroid Build Coastguard Worker 
247*c8dee2aaSAndroid Build Coastguard Worker     canvas->saveLayer(nullptr, &layer_paint);
248*c8dee2aaSAndroid Build Coastguard Worker 
249*c8dee2aaSAndroid Build Coastguard Worker     this->INHERITED::onRender(canvas, nullptr);
250*c8dee2aaSAndroid Build Coastguard Worker }
251*c8dee2aaSAndroid Build Coastguard Worker 
252*c8dee2aaSAndroid Build Coastguard Worker } // namespace sksg
253