Index: experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h |
diff --git a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h |
index fac098ab52194c9b72feee0908d4244080efc0f8..96857794dbfc66fe129c20d9e3afcf8afb8289fb 100644 |
--- a/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h |
+++ b/experimental/SkPerlinNoiseShader2/SkPerlinNoiseShader2.h |
@@ -61,26 +61,26 @@ public: |
* the frequencies so that the noise will be tileable for the given tile size. If tileSize |
* is NULL or an empty size, the frequencies will be used as is without modification. |
*/ |
- static SkShader* CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, |
+ static sk_sp<SkShader> MakeFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, |
int numOctaves, SkScalar seed, |
f(malita)
2016/03/08 15:50:35
Nit: indentation mismatch (here and lots of other
reed1
2016/03/08 20:17:14
Done.
|
const SkISize* tileSize = NULL); |
- static SkShader* CreateTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, |
+ static sk_sp<SkShader> MakeTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, |
int numOctaves, SkScalar seed, |
const SkISize* tileSize = NULL); |
/** |
* Creates an Improved Perlin Noise shader. The z value is roughly equivalent to the seed of the |
* other two types, but minor variations to z will only slightly change the noise. |
*/ |
- static SkShader* CreateImprovedNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, |
+ static sk_sp<SkShader> MakeImprovedNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY, |
int numOctaves, SkScalar z); |
/** |
* Create alias for CreateTurbulunce until all Skia users changed |
* its code to use the new naming |
*/ |
- static SkShader* CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, |
+ static sk_sp<SkShader> MakeTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY, |
int numOctaves, SkScalar seed, |
const SkISize* tileSize = NULL) { |
- return CreateTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, tileSize); |
+ return MakeTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed, tileSize); |
} |
class PerlinNoiseShaderContext : public SkShader::Context { |