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/*
* Copyright (C) 2010 University of Szeged
* Copyright (C) 2010 Zoltan Herczeg
* Copyright (C) 2013 Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY UNIVERSITY OF SZEGED ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL UNIVERSITY OF SZEGED OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "config.h"
#include "core/platform/graphics/filters/FELighting.h"
#include "core/platform/graphics/cpu/arm/filters/FELightingNEON.h"
#include "wtf/ParallelJobs.h"
#include "SkLightingImageFilter.h"
#include "core/platform/graphics/filters/DistantLightSource.h"
#include "core/platform/graphics/filters/PointLightSource.h"
#include "core/platform/graphics/filters/SkiaImageFilterBuilder.h"
#include "core/platform/graphics/filters/SpotLightSource.h"
#include "core/platform/graphics/skia/NativeImageSkia.h"
namespace WebCore {
FELighting::FELighting(Filter* filter, LightingType lightingType, const Color& lightingColor, float surfaceScale,
float diffuseConstant, float specularConstant, float specularExponent,
float kernelUnitLengthX, float kernelUnitLengthY, PassRefPtr<LightSource> lightSource)
: FilterEffect(filter)
, m_lightingType(lightingType)
, m_lightSource(lightSource)
, m_lightingColor(lightingColor)
, m_surfaceScale(surfaceScale)
, m_diffuseConstant(diffuseConstant)
, m_specularConstant(specularConstant)
, m_specularExponent(specularExponent)
, m_kernelUnitLengthX(kernelUnitLengthX)
, m_kernelUnitLengthY(kernelUnitLengthY)
{
}
const static int cPixelSize = 4;
const static int cAlphaChannelOffset = 3;
const static unsigned char cOpaqueAlpha = static_cast<unsigned char>(0xff);
const static float cFactor1div2 = -1 / 2.f;
const static float cFactor1div3 = -1 / 3.f;
const static float cFactor1div4 = -1 / 4.f;
const static float cFactor2div3 = -2 / 3.f;
// << 1 is signed multiply by 2
inline void FELighting::LightingData::topLeft(int offset, IntPoint& normalVector)
{
int center = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int right = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
offset += widthMultipliedByPixelSize;
int bottom = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int bottomRight = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
normalVector.setX(-(center << 1) + (right << 1) - bottom + bottomRight);
normalVector.setY(-(center << 1) - right + (bottom << 1) + bottomRight);
}
inline void FELighting::LightingData::topRow(int offset, IntPoint& normalVector)
{
int left = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int center = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int right = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
offset += widthMultipliedByPixelSize;
int bottomLeft = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int bottom = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int bottomRight = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
normalVector.setX(-(left << 1) + (right << 1) - bottomLeft + bottomRight);
normalVector.setY(-left - (center << 1) - right + bottomLeft + (bottom << 1) + bottomRight);
}
inline void FELighting::LightingData::topRight(int offset, IntPoint& normalVector)
{
int left = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int center = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
offset += widthMultipliedByPixelSize;
int bottomLeft = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int bottom = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
normalVector.setX(-(left << 1) + (center << 1) - bottomLeft + bottom);
normalVector.setY(-left - (center << 1) + bottomLeft + (bottom << 1));
}
inline void FELighting::LightingData::leftColumn(int offset, IntPoint& normalVector)
{
int center = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int right = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
offset -= widthMultipliedByPixelSize;
int top = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int topRight = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
offset += widthMultipliedByPixelSize << 1;
int bottom = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int bottomRight = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
normalVector.setX(-top + topRight - (center << 1) + (right << 1) - bottom + bottomRight);
normalVector.setY(-(top << 1) - topRight + (bottom << 1) + bottomRight);
}
inline void FELighting::LightingData::interior(int offset, IntPoint& normalVector)
{
int left = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int right = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
offset -= widthMultipliedByPixelSize;
int topLeft = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int top = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int topRight = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
offset += widthMultipliedByPixelSize << 1;
int bottomLeft = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int bottom = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int bottomRight = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
normalVector.setX(-topLeft + topRight - (left << 1) + (right << 1) - bottomLeft + bottomRight);
normalVector.setY(-topLeft - (top << 1) - topRight + bottomLeft + (bottom << 1) + bottomRight);
}
inline void FELighting::LightingData::rightColumn(int offset, IntPoint& normalVector)
{
int left = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int center = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
offset -= widthMultipliedByPixelSize;
int topLeft = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int top = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
offset += widthMultipliedByPixelSize << 1;
int bottomLeft = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int bottom = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
normalVector.setX(-topLeft + top - (left << 1) + (center << 1) - bottomLeft + bottom);
normalVector.setY(-topLeft - (top << 1) + bottomLeft + (bottom << 1));
}
inline void FELighting::LightingData::bottomLeft(int offset, IntPoint& normalVector)
{
int center = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int right = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
offset -= widthMultipliedByPixelSize;
int top = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int topRight = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
normalVector.setX(-top + topRight - (center << 1) + (right << 1));
normalVector.setY(-(top << 1) - topRight + (center << 1) + right);
}
inline void FELighting::LightingData::bottomRow(int offset, IntPoint& normalVector)
{
int left = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int center = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int right = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
offset -= widthMultipliedByPixelSize;
int topLeft = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int top = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
int topRight = static_cast<int>(pixels->item(offset + cPixelSize + cAlphaChannelOffset));
normalVector.setX(-topLeft + topRight - (left << 1) + (right << 1));
normalVector.setY(-topLeft - (top << 1) - topRight + left + (center << 1) + right);
}
inline void FELighting::LightingData::bottomRight(int offset, IntPoint& normalVector)
{
int left = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int center = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
offset -= widthMultipliedByPixelSize;
int topLeft = static_cast<int>(pixels->item(offset - cPixelSize + cAlphaChannelOffset));
int top = static_cast<int>(pixels->item(offset + cAlphaChannelOffset));
normalVector.setX(-topLeft + top - (left << 1) + (center << 1));
normalVector.setY(-topLeft - (top << 1) + left + (center << 1));
}
inline void FELighting::inlineSetPixel(int offset, LightingData& data, LightSource::PaintingData& paintingData,
int lightX, int lightY, float factorX, float factorY, IntPoint& normal2DVector)
{
m_lightSource->updatePaintingData(paintingData, lightX, lightY, static_cast<float>(data.pixels->item(offset + cAlphaChannelOffset)) * data.surfaceScale);
float lightStrength;
if (!normal2DVector.x() && !normal2DVector.y()) {
// Normal vector is (0, 0, 1). This is a quite frequent case.
if (m_lightingType == FELighting::DiffuseLighting)
lightStrength = m_diffuseConstant * paintingData.lightVector.z() / paintingData.lightVectorLength;
else {
FloatPoint3D halfwayVector = paintingData.lightVector;
halfwayVector.setZ(halfwayVector.z() + paintingData.lightVectorLength);
float halfwayVectorLength = halfwayVector.length();
if (m_specularExponent == 1)
lightStrength = m_specularConstant * halfwayVector.z() / halfwayVectorLength;
else
lightStrength = m_specularConstant * powf(halfwayVector.z() / halfwayVectorLength, m_specularExponent);
}
} else {
FloatPoint3D normalVector;
normalVector.setX(factorX * static_cast<float>(normal2DVector.x()) * data.surfaceScale);
normalVector.setY(factorY * static_cast<float>(normal2DVector.y()) * data.surfaceScale);
normalVector.setZ(1);
float normalVectorLength = normalVector.length();
if (m_lightingType == FELighting::DiffuseLighting)
lightStrength = m_diffuseConstant * (normalVector * paintingData.lightVector) / (normalVectorLength * paintingData.lightVectorLength);
else {
FloatPoint3D halfwayVector = paintingData.lightVector;
halfwayVector.setZ(halfwayVector.z() + paintingData.lightVectorLength);
float halfwayVectorLength = halfwayVector.length();
if (m_specularExponent == 1)
lightStrength = m_specularConstant * (normalVector * halfwayVector) / (normalVectorLength * halfwayVectorLength);
else
lightStrength = m_specularConstant * powf((normalVector * halfwayVector) / (normalVectorLength * halfwayVectorLength), m_specularExponent);
}
}
if (lightStrength > 1)
lightStrength = 1;
if (lightStrength < 0)
lightStrength = 0;
data.pixels->set(offset, static_cast<unsigned char>(lightStrength * paintingData.colorVector.x()));
data.pixels->set(offset + 1, static_cast<unsigned char>(lightStrength * paintingData.colorVector.y()));
data.pixels->set(offset + 2, static_cast<unsigned char>(lightStrength * paintingData.colorVector.z()));
}
void FELighting::setPixel(int offset, LightingData& data, LightSource::PaintingData& paintingData,
int lightX, int lightY, float factorX, float factorY, IntPoint& normalVector)
{
inlineSetPixel(offset, data, paintingData, lightX, lightY, factorX, factorY, normalVector);
}
inline void FELighting::platformApplyGenericPaint(LightingData& data, LightSource::PaintingData& paintingData, int startY, int endY)
{
IntPoint normalVector;
int offset = 0;
for (int y = startY; y < endY; ++y) {
offset = y * data.widthMultipliedByPixelSize + cPixelSize;
for (int x = 1; x < data.widthDecreasedByOne; ++x, offset += cPixelSize) {
data.interior(offset, normalVector);
inlineSetPixel(offset, data, paintingData, x, y, cFactor1div4, cFactor1div4, normalVector);
}
}
}
void FELighting::platformApplyGenericWorker(PlatformApplyGenericParameters* parameters)
{
parameters->filter->platformApplyGenericPaint(parameters->data, parameters->paintingData, parameters->yStart, parameters->yEnd);
}
inline void FELighting::platformApplyGeneric(LightingData& data, LightSource::PaintingData& paintingData)
{
int optimalThreadNumber = ((data.widthDecreasedByOne - 1) * (data.heightDecreasedByOne - 1)) / s_minimalRectDimension;
if (optimalThreadNumber > 1) {
// Initialize parallel jobs
WTF::ParallelJobs<PlatformApplyGenericParameters> parallelJobs(&platformApplyGenericWorker, optimalThreadNumber);
// Fill the parameter array
int job = parallelJobs.numberOfJobs();
if (job > 1) {
// Split the job into "yStep"-sized jobs but there a few jobs that need to be slightly larger since
// yStep * jobs < total size. These extras are handled by the remainder "jobsWithExtra".
const int yStep = (data.heightDecreasedByOne - 1) / job;
const int jobsWithExtra = (data.heightDecreasedByOne - 1) % job;
int yStart = 1;
for (--job; job >= 0; --job) {
PlatformApplyGenericParameters& params = parallelJobs.parameter(job);
params.filter = this;
params.data = data;
params.paintingData = paintingData;
params.yStart = yStart;
yStart += job < jobsWithExtra ? yStep + 1 : yStep;
params.yEnd = yStart;
}
parallelJobs.execute();
return;
}
// Fallback to single threaded mode.
}
platformApplyGenericPaint(data, paintingData, 1, data.heightDecreasedByOne);
}
inline void FELighting::platformApply(LightingData& data, LightSource::PaintingData& paintingData)
{
// The selection here eventually should happen dynamically on some platforms.
#if CPU(ARM_NEON) && CPU(ARM_TRADITIONAL) && COMPILER(GCC)
platformApplyNeon(data, paintingData);
#else
platformApplyGeneric(data, paintingData);
#endif
}
bool FELighting::drawLighting(Uint8ClampedArray* pixels, int width, int height)
{
LightSource::PaintingData paintingData;
LightingData data;
if (!m_lightSource)
return false;
// FIXME: do something if width or height (or both) is 1 pixel.
// The W3 spec does not define this case. Now the filter just returns.
if (width <= 2 || height <= 2)
return false;
data.pixels = pixels;
data.surfaceScale = m_surfaceScale / 255.0f;
data.widthMultipliedByPixelSize = width * cPixelSize;
data.widthDecreasedByOne = width - 1;
data.heightDecreasedByOne = height - 1;
paintingData.colorVector = FloatPoint3D(m_lightingColor.red(), m_lightingColor.green(), m_lightingColor.blue());
m_lightSource->initPaintingData(paintingData);
// Top/Left corner.
IntPoint normalVector;
int offset = 0;
data.topLeft(offset, normalVector);
setPixel(offset, data, paintingData, 0, 0, cFactor2div3, cFactor2div3, normalVector);
// Top/Right pixel.
offset = data.widthMultipliedByPixelSize - cPixelSize;
data.topRight(offset, normalVector);
setPixel(offset, data, paintingData, data.widthDecreasedByOne, 0, cFactor2div3, cFactor2div3, normalVector);
// Bottom/Left pixel.
offset = data.heightDecreasedByOne * data.widthMultipliedByPixelSize;
data.bottomLeft(offset, normalVector);
setPixel(offset, data, paintingData, 0, data.heightDecreasedByOne, cFactor2div3, cFactor2div3, normalVector);
// Bottom/Right pixel.
offset = height * data.widthMultipliedByPixelSize - cPixelSize;
data.bottomRight(offset, normalVector);
setPixel(offset, data, paintingData, data.widthDecreasedByOne, data.heightDecreasedByOne, cFactor2div3, cFactor2div3, normalVector);
if (width >= 3) {
// Top row.
offset = cPixelSize;
for (int x = 1; x < data.widthDecreasedByOne; ++x, offset += cPixelSize) {
data.topRow(offset, normalVector);
inlineSetPixel(offset, data, paintingData, x, 0, cFactor1div3, cFactor1div2, normalVector);
}
// Bottom row.
offset = data.heightDecreasedByOne * data.widthMultipliedByPixelSize + cPixelSize;
for (int x = 1; x < data.widthDecreasedByOne; ++x, offset += cPixelSize) {
data.bottomRow(offset, normalVector);
inlineSetPixel(offset, data, paintingData, x, data.heightDecreasedByOne, cFactor1div3, cFactor1div2, normalVector);
}
}
if (height >= 3) {
// Left column.
offset = data.widthMultipliedByPixelSize;
for (int y = 1; y < data.heightDecreasedByOne; ++y, offset += data.widthMultipliedByPixelSize) {
data.leftColumn(offset, normalVector);
inlineSetPixel(offset, data, paintingData, 0, y, cFactor1div2, cFactor1div3, normalVector);
}
// Right column.
offset = (data.widthMultipliedByPixelSize << 1) - cPixelSize;
for (int y = 1; y < data.heightDecreasedByOne; ++y, offset += data.widthMultipliedByPixelSize) {
data.rightColumn(offset, normalVector);
inlineSetPixel(offset, data, paintingData, data.widthDecreasedByOne, y, cFactor1div2, cFactor1div3, normalVector);
}
}
if (width >= 3 && height >= 3) {
// Interior pixels.
platformApply(data, paintingData);
}
int lastPixel = data.widthMultipliedByPixelSize * height;
if (m_lightingType == DiffuseLighting) {
for (int i = cAlphaChannelOffset; i < lastPixel; i += cPixelSize)
data.pixels->set(i, cOpaqueAlpha);
} else {
for (int i = 0; i < lastPixel; i += cPixelSize) {
unsigned char a1 = data.pixels->item(i);
unsigned char a2 = data.pixels->item(i + 1);
unsigned char a3 = data.pixels->item(i + 2);
// alpha set to set to max(a1, a2, a3)
data.pixels->set(i + 3, a1 >= a2 ? (a1 >= a3 ? a1 : a3) : (a2 >= a3 ? a2 : a3));
}
}
return true;
}
void FELighting::applySoftware()
{
FilterEffect* in = inputEffect(0);
Uint8ClampedArray* srcPixelArray = createPremultipliedImageResult();
if (!srcPixelArray)
return;
setIsAlphaImage(false);
IntRect effectDrawingRect = requestedRegionOfInputImageData(in->absolutePaintRect());
in->copyPremultipliedImage(srcPixelArray, effectDrawingRect);
// FIXME: support kernelUnitLengths other than (1,1). The issue here is that the W3
// standard has no test case for them, and other browsers (like Firefox) has strange
// output for various kernelUnitLengths, and I am not sure they are reliable.
// Anyway, feConvolveMatrix should also use the implementation
IntSize absolutePaintSize = absolutePaintRect().size();
drawLighting(srcPixelArray, absolutePaintSize.width(), absolutePaintSize.height());
}
PassRefPtr<SkImageFilter> FELighting::createImageFilter(SkiaImageFilterBuilder* builder)
{
RefPtr<SkImageFilter> input(builder ? builder->build(inputEffect(0), operatingColorSpace()) : 0);
switch (m_lightSource->type()) {
case LS_DISTANT: {
DistantLightSource* distantLightSource = static_cast<DistantLightSource*>(m_lightSource.get());
float azimuthRad = deg2rad(distantLightSource->azimuth());
float elevationRad = deg2rad(distantLightSource->elevation());
SkPoint3 direction(cosf(azimuthRad) * cosf(elevationRad),
sinf(azimuthRad) * cosf(elevationRad),
sinf(elevationRad));
if (m_specularConstant > 0)
return adoptRef(SkLightingImageFilter::CreateDistantLitSpecular(direction, m_lightingColor.rgb(), m_surfaceScale, m_specularConstant, m_specularExponent, input.get()));
else
return adoptRef(SkLightingImageFilter::CreateDistantLitDiffuse(direction, m_lightingColor.rgb(), m_surfaceScale, m_diffuseConstant, input.get()));
}
case LS_POINT: {
PointLightSource* pointLightSource = static_cast<PointLightSource*>(m_lightSource.get());
FloatPoint3D position = pointLightSource->position();
SkPoint3 skPosition(position.x(), position.y(), position.z());
if (m_specularConstant > 0)
return adoptRef(SkLightingImageFilter::CreatePointLitSpecular(skPosition, m_lightingColor.rgb(), m_surfaceScale, m_specularConstant, m_specularExponent, input.get()));
else
return adoptRef(SkLightingImageFilter::CreatePointLitDiffuse(skPosition, m_lightingColor.rgb(), m_surfaceScale, m_diffuseConstant, input.get()));
}
case LS_SPOT: {
SpotLightSource* spotLightSource = static_cast<SpotLightSource*>(m_lightSource.get());
SkPoint3 location(spotLightSource->position().x(), spotLightSource->position().y(), spotLightSource->position().z());
SkPoint3 target(spotLightSource->direction().x(), spotLightSource->direction().y(), spotLightSource->direction().z());
float specularExponent = spotLightSource->specularExponent();
float limitingConeAngle = spotLightSource->limitingConeAngle();
if (!limitingConeAngle || limitingConeAngle > 90 || limitingConeAngle < -90)
limitingConeAngle = 90;
if (m_specularConstant > 0)
return adoptRef(SkLightingImageFilter::CreateSpotLitSpecular(location, target, specularExponent, limitingConeAngle, m_lightingColor.rgb(), m_surfaceScale, m_specularConstant, m_specularExponent, input.get()));
else
return adoptRef(SkLightingImageFilter::CreateSpotLitDiffuse(location, target, specularExponent, limitingConeAngle, m_lightingColor.rgb(), m_surfaceScale, m_diffuseConstant, input.get()));
}
default:
ASSERT_NOT_REACHED();
return 0;
}
}
bool FELighting::applySkia()
{
// For now, only use the skia implementation for accelerated rendering.
if (filter()->renderingMode() != Accelerated)
return false;
ImageBuffer* resultImage = createImageBufferResult();
if (!resultImage)
return false;
FilterEffect* in = inputEffect(0);
IntRect drawingRegion = drawingRegionOfInputImage(in->absolutePaintRect());
setIsAlphaImage(in->isAlphaImage());
RefPtr<Image> image = in->asImageBuffer()->copyImage(DontCopyBackingStore);
RefPtr<NativeImageSkia> nativeImage = image->nativeImageForCurrentFrame();
if (!nativeImage)
return false;
GraphicsContext* dstContext = resultImage->context();
SkPaint paint;
RefPtr<SkImageFilter> filter = createImageFilter(0);
paint.setImageFilter(filter.get());
dstContext->drawBitmap(nativeImage->bitmap(), drawingRegion.location().x(), drawingRegion.location().y(), &paint);
return true;
}
} // namespace WebCore