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@@ -266,10 +266,10 @@ static void _dropShadowFilter(uint32_t* dst, uint32_t* src, int stride, int w, i
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}
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-static void _dropShadowShift(uint32_t* dst, uint32_t* src, int stride, SwBBox& region, SwPoint& offset, uint8_t opacity, bool direct)
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+static void _dropShadowShift(uint32_t* dst, uint32_t* src, int dstride, int sstride, SwBBox& region, SwPoint& offset, uint8_t opacity, bool direct)
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{
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- src += (region.min.y * stride + region.min.x);
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- dst += (region.min.y * stride + region.min.x);
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+ src += (region.min.y * sstride + region.min.x);
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+ dst += (region.min.y * dstride + region.min.x);
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auto w = region.max.x - region.min.x;
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auto h = region.max.y - region.min.y;
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@@ -279,14 +279,14 @@ static void _dropShadowShift(uint32_t* dst, uint32_t* src, int stride, SwBBox& r
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if (region.min.x + offset.x < 0) src -= offset.x;
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else dst += offset.x;
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- if (region.min.y + offset.y < 0) src -= (offset.y * stride);
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- else dst += (offset.y * stride);
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+ if (region.min.y + offset.y < 0) src -= (offset.y * sstride);
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+ else dst += (offset.y * dstride);
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for (auto y = 0; y < h; ++y) {
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if (translucent) rasterTranslucentPixel32(dst, src, w, opacity);
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else rasterPixel32(dst, src, w, opacity);
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- src += stride;
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- dst += stride;
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+ src += sstride;
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+ dst += dstride;
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}
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}
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@@ -389,14 +389,14 @@ bool effectDropShadow(SwCompositor* cmp, SwSurface* surface[2], const RenderEffe
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//draw to the main surface directly
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if (direct) {
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- _dropShadowShift(cmp->recoverSfc->buf32, cmp->image.buf32, stride, bbox, data->offset, opacity, direct);
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+ _dropShadowShift(cmp->recoverSfc->buf32, cmp->image.buf32, cmp->recoverSfc->stride, stride, bbox, data->offset, opacity, direct);
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std::swap(cmp->image.buf32, buffer[0]->buf32);
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return true;
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}
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//draw to the intermediate surface
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rasterClear(surface[1], bbox.min.x, bbox.min.y, w, h);
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- _dropShadowShift(buffer[1]->buf32, cmp->image.buf32, stride, bbox, data->offset, opacity, direct);
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+ _dropShadowShift(buffer[1]->buf32, cmp->image.buf32, stride, stride, bbox, data->offset, opacity, direct);
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std::swap(cmp->image.buf32, buffer[1]->buf32);
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//compositing shadow and body
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