Index: src/core/SkBitmapProcShader.h |
diff --git a/src/core/SkBitmapProcShader.h b/src/core/SkBitmapProcShader.h |
index b7e60f1ca1075e2413e791ced221e1b9de3b3110..40d516d36cb1162675cce2c506b881161545a5a7 100644 |
--- a/src/core/SkBitmapProcShader.h |
+++ b/src/core/SkBitmapProcShader.h |
@@ -12,6 +12,7 @@ |
#include "SkShader.h" |
#include "SkBitmapProcState.h" |
+#include "SkStackAllocator.h" |
class SkBitmapProcShader : public SkShader { |
public: |
@@ -48,4 +49,13 @@ private: |
typedef SkShader INHERITED; |
}; |
+// Commonly used allocator. It currently is only used to allocate up to 2 objects, and the largest |
+// object we want to allocate without using the heap is an SkBitmapProcShader. |
+typedef SkSmallAllocator<2, sizeof(SkBitmapProcShader)> SkTBlitterAllocator; |
+ |
+// If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive |
+// the SkShader. |
+SkShader* CreateBitmapShader(const SkBitmap& src, SkShader::TileMode, SkShader::TileMode, |
+ SkTBlitterAllocator* alloc); |
+ |
#endif |