| 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
|
|
|