Index: src/core/SkBlitter.cpp |
diff --git a/src/core/SkBlitter.cpp b/src/core/SkBlitter.cpp |
index a932ba90b98a116ee226ea20b115eb044f3bcb07..62cd73ee24bd8f55fe4db34acc43a246afa2085e 100644 |
--- a/src/core/SkBlitter.cpp |
+++ b/src/core/SkBlitter.cpp |
@@ -597,7 +597,7 @@ public: |
return NULL; |
} |
} |
- return SkNEW_PLACEMENT_ARGS(storage, Sk3DShaderContext, (*this, rec, proxyContext)); |
+ return new (storage) Sk3DShaderContext(*this, rec, proxyContext); |
} |
class Sk3DShaderContext : public SkShader::Context { |
@@ -726,7 +726,7 @@ private: |
SkFlattenable* Sk3DShader::CreateProc(SkReadBuffer& buffer) { |
SkAutoTUnref<SkShader> shader(buffer.readShader()); |
- return SkNEW_ARGS(Sk3DShader, (shader)); |
+ return new Sk3DShader(shader); |
} |
class Sk3DBlitter : public SkBlitter { |
@@ -800,7 +800,7 @@ SkBlitter* SkBlitter::Choose(const SkPixmap& device, |
if (origPaint.getMaskFilter() != NULL && |
origPaint.getMaskFilter()->getFormat() == SkMask::k3D_Format) { |
- shader3D = SkNEW_ARGS(Sk3DShader, (shader)); |
+ shader3D = new Sk3DShader(shader); |
// we know we haven't initialized lazyPaint yet, so just do it |
paint.writable()->setShader(shader3D)->unref(); |
shader = shader3D; |
@@ -837,7 +837,7 @@ SkBlitter* SkBlitter::Choose(const SkPixmap& device, |
if (NULL == shader) { |
if (mode) { |
// xfermodes (and filters) require shaders for our current blitters |
- shader = SkNEW_ARGS(SkColorShader, (paint->getColor())); |
+ shader = new SkColorShader(paint->getColor()); |
paint.writable()->setShader(shader)->unref(); |
paint.writable()->setAlpha(0xFF); |
} else if (cf) { |
@@ -852,7 +852,7 @@ SkBlitter* SkBlitter::Choose(const SkPixmap& device, |
if (cf) { |
SkASSERT(shader); |
- shader = SkNEW_ARGS(SkFilterShader, (shader, cf)); |
+ shader = new SkFilterShader(shader, cf); |
paint.writable()->setShader(shader)->unref(); |
// blitters should ignore the presence/absence of a filter, since |
// if there is one, the shader will take care of it. |
@@ -970,7 +970,7 @@ bool SkShaderBlitter::resetShaderContext(const SkShader::ContextRec& rec) { |
if (NULL == ctx) { |
// Need a valid context in fShaderContext's storage, so we can later (or our caller) call |
// the in-place destructor. |
- SkNEW_PLACEMENT_ARGS(fShaderContext, SkZeroShaderContext, (*fShader, rec)); |
+ new (fShaderContext) SkZeroShaderContext(*fShader, rec); |
return false; |
} |
return true; |