| 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;
|
|
|