| Index: src/core/SkBlitter.cpp
|
| diff --git a/src/core/SkBlitter.cpp b/src/core/SkBlitter.cpp
|
| index 15562168e990a5bbb5eb5fef9b1f1da4c03b8d8e..d8e81d59b8018be1395b28b640d2236e64f08ad1 100644
|
| --- a/src/core/SkBlitter.cpp
|
| +++ b/src/core/SkBlitter.cpp
|
| @@ -809,16 +809,16 @@ SkBlitter* SkBlitter::Choose(const SkPixmap& device,
|
| SkShader* shader = origPaint.getShader();
|
| SkColorFilter* cf = origPaint.getColorFilter();
|
| SkXfermode* mode = origPaint.getXfermode();
|
| - Sk3DShader* shader3D = nullptr;
|
| + sk_sp<Sk3DShader> shader3D;
|
|
|
| SkTCopyOnFirstWrite<SkPaint> paint(origPaint);
|
|
|
| if (origPaint.getMaskFilter() != nullptr &&
|
| origPaint.getMaskFilter()->getFormat() == SkMask::k3D_Format) {
|
| - shader3D = new Sk3DShader(sk_sp<SkShader>(SkSafeRef(shader)));
|
| + shader3D = sk_make_sp<Sk3DShader>(sk_ref_sp(shader));
|
| // we know we haven't initialized lazyPaint yet, so just do it
|
| - paint.writable()->setShader(shader3D)->unref();
|
| - shader = shader3D;
|
| + paint.writable()->setShader(shader3D);
|
| + shader = shader3D.get();
|
| }
|
|
|
| if (mode) {
|
| @@ -843,7 +843,8 @@ SkBlitter* SkBlitter::Choose(const SkPixmap& device,
|
| */
|
| if (SkXfermode::IsMode(mode, SkXfermode::kClear_Mode)) {
|
| SkPaint* p = paint.writable();
|
| - shader = p->setShader(nullptr);
|
| + p->setShader(nullptr);
|
| + shader = nullptr;
|
| p->setColorFilter(nullptr);
|
| cf = nullptr;
|
| mode = p->setXfermodeMode(SkXfermode::kSrc_Mode);
|
| @@ -853,9 +854,9 @@ SkBlitter* SkBlitter::Choose(const SkPixmap& device,
|
| if (nullptr == shader) {
|
| if (mode) {
|
| // xfermodes (and filters) require shaders for our current blitters
|
| - shader = new SkColorShader(paint->getColor());
|
| - paint.writable()->setShader(shader)->unref();
|
| + paint.writable()->setShader(SkShader::MakeColorShader(paint->getColor()));
|
| paint.writable()->setAlpha(0xFF);
|
| + shader = paint->getShader();
|
| } else if (cf) {
|
| // if no shader && no xfermode, we just apply the colorfilter to
|
| // our color and move on.
|
|
|