| Index: src/core/SkBitmapProcShader.h
|
| diff --git a/src/core/SkBitmapProcShader.h b/src/core/SkBitmapProcShader.h
|
| index e2d3900a17a6db64af7f4904217cb0f09c1eebda..4df2614ca408db95b8afeb0a0ae59f6c9d7f02c0 100644
|
| --- a/src/core/SkBitmapProcShader.h
|
| +++ b/src/core/SkBitmapProcShader.h
|
| @@ -50,12 +50,14 @@ private:
|
| typedef SkShader INHERITED;
|
| };
|
|
|
| +enum {kSkBlitterContextSize = 2400};
|
| +
|
| // Commonly used allocator. It currently is only used to allocate up to 3 objects. The total
|
| // bytes requested is calculated using one of our large shaders, its context size plus the size of
|
| // an Sk3DBlitter in SkDraw.cpp
|
| // Note that some contexts may contain other contexts (e.g. for compose shaders), but we've not
|
| // yet found a situation where the size below isn't big enough.
|
| -typedef SkSmallAllocator<3, 2400> SkTBlitterAllocator;
|
| +typedef SkSmallAllocator<3, kSkBlitterContextSize> SkTBlitterAllocator;
|
|
|
| // If alloc is non-nullptr, it will be used to allocate the returned SkShader, and MUST outlive
|
| // the SkShader.
|
|
|