Create a filter that takes a BlendMode and uses it to composite the two filters together.
At least one of background and foreground should be non-null in nearly all circumstances.
The blend mode that defines the compositing operation
The Dst pixels used in blending; if null, use the dynamic source image (e.g. a saved layer).
The Src pixels used in blending; if null, use the dynamic source image.
Create a filter that blurs its input by the separate X and Y sigmas. The provided tile mode is used when the blur kernel goes outside the input image.
The Gaussian sigma value for blurring along the X axis.
The Gaussian sigma value for blurring along the Y axis.
if null, it will use the dynamic source image (e.g. a saved layer)
Create a filter that applies the color filter to the input filter results.
if null, it will use the dynamic source image (e.g. a saved layer)
Create a filter that composes 'inner' with 'outer', such that the results of 'inner' are treated as the source bitmap passed to 'outer'. If either param is null, the other param will be returned.
if null, it will use the dynamic source image (e.g. a saved layer)
Create a filter that dilates each input pixel's channel values to the max value within the given radii along the x and y axes.
The distance to dilate along the x axis to either side of each pixel.
The distance to dilate along the y axis to either side of each pixel.
if null, it will use the dynamic source image (e.g. a saved layer).
Create a filter that moves each pixel in its color input based on an (x,y) vector encoded in its displacement input filter. Two color components of the displacement image are mapped into a vector as scale * (color[xChannel], color[yChannel]), where the channel selectors are one of R, G, B, or A. The mapping takes the 0-255 RGBA values of the image and scales them to be [-0.5 to 0.5], in a similar fashion to https://developer.mozilla.org/en-US/docs/Web/SVG/Element/feDisplacementMap
At least one of displacement and color should be non-null in nearly all circumstances.
RGBA channel that encodes the x displacement per pixel.
RGBA channel that encodes the y displacement per pixel.
Scale applied to displacement extracted from image.
The filter defining the displacement image, or null to use source.
The filter providing the color pixels to be displaced, or null to use source.
Create a filter that draws a drop shadow under the input content. This filter produces an image that includes the inputs' content.
The X offset of the shadow.
The Y offset of the shadow.
The blur radius for the shadow, along the X axis.
The blur radius for the shadow, along the Y axis.
The color of the drop shadow.
The input filter; if null, it will use the dynamic source image.
Just like MakeDropShadow, except the input content is not in the resulting image.
The X offset of the shadow.
The Y offset of the shadow.
The blur radius for the shadow, along the X axis.
The blur radius for the shadow, along the Y axis.
The color of the drop shadow.
The input filter; if null, it will use the dynamic source image.
Create a filter that erodes each input pixel's channel values to the minimum channel value within the given radii along the x and y axes.
The distance to erode along the x axis to either side of each pixel.
The distance to erode along the y axis to either side of each pixel.
if null, it will use the dynamic source image (e.g. a saved layer).
Create a filter using the given image as a source. Returns null if 'image' is null.
The image that is output by the filter, subset by 'srcRect'.
The sampling to use when drawing the image.
Create a filter that draws the 'srcRect' portion of image into 'dstRect' using the given filter quality. Similar to Canvas.drawImageRect. Returns null if 'image' is null.
The image that is output by the filter, subset by 'srcRect'.
The sampling to use when drawing the image.
The source pixels sampled into 'dstRect'.
The local rectangle to draw the image into.
Create a filter that transforms the input image by 'matrix'. This matrix transforms the local space, which means it effectively happens prior to any transformation coming from the Canvas initiating the filtering.
if null, it will use the dynamic source image (e.g. a saved layer)
Create a filter that offsets the input filter by the given vector.
The x offset in local space that the image is shifted.
The y offset in local space that the image is shifted.
The input that will be moved, if null, will use the dynamic source image.
Transforms a shader into an image filter
The Shader to be transformed
See //include/effects/SkImageFilters.h for more.