Index: src/gpu/GrSWMaskHelper.h |
diff --git a/src/gpu/GrSWMaskHelper.h b/src/gpu/GrSWMaskHelper.h |
index ee38ab7976e7cddf20ce79c15745298c787bd714..046f9fab9a15c061d1fe85546a113b7b2e8e27db 100644 |
--- a/src/gpu/GrSWMaskHelper.h |
+++ b/src/gpu/GrSWMaskHelper.h |
@@ -16,7 +16,6 @@ |
#include "SkMatrix.h" |
#include "SkRasterClip.h" |
#include "SkRegion.h" |
-#include "SkTextureCompressor.h" |
#include "SkTypes.h" |
class GrClip; |
@@ -42,24 +41,20 @@ class GrDrawTarget; |
*/ |
class GrSWMaskHelper : SkNoncopyable { |
public: |
- GrSWMaskHelper(GrContext* context) |
- : fContext(context) |
- , fCompressionMode(kNone_CompressionMode) { |
- } |
+ GrSWMaskHelper(GrContext* context) : fContext(context) { } |
// set up the internal state in preparation for draws. Since many masks |
// may be accumulated in the helper during creation, "resultBounds" |
// allows the caller to specify the region of interest - to limit the |
- // amount of work. allowCompression should be set to false if you plan on using |
- // your own texture to draw into, and not a scratch texture via getTexture(). |
- bool init(const SkIRect& resultBounds, const SkMatrix* matrix, bool allowCompression = true); |
+ // amount of work. |
+ bool init(const SkIRect& resultBounds, const SkMatrix* matrix); |
// Draw a single rect into the accumulation bitmap using the specified op |
- void draw(const SkRect& rect, SkRegion::Op op, bool antiAlias, uint8_t alpha); |
+ void drawRect(const SkRect& rect, SkRegion::Op op, bool antiAlias, uint8_t alpha); |
// Draw a single path into the accumuation bitmap using the specified op |
- void draw(const SkPath& path, const GrStyle& style, SkRegion::Op op, |
- bool antiAlias, uint8_t alpha); |
+ void drawPath(const SkPath& path, const GrStyle& style, SkRegion::Op op, |
+ bool antiAlias, uint8_t alpha); |
// Move the mask generation results from the internal bitmap to the gpu. |
void toTexture(GrTexture* texture); |
@@ -109,33 +104,6 @@ private: |
SkDraw fDraw; |
SkRasterClip fRasterClip; |
- // This enum says whether or not we should compress the mask: |
- // kNone_CompressionMode: compression is not supported on this device. |
- // kCompress_CompressionMode: compress the bitmap before it gets sent to the gpu |
- // kBlitter_CompressionMode: write to the bitmap using a special compressed blitter. |
- enum CompressionMode { |
- kNone_CompressionMode, |
- kCompress_CompressionMode, |
- kBlitter_CompressionMode, |
- } fCompressionMode; |
- |
- // This is the buffer into which we store our compressed data. This buffer is |
- // only allocated (non-null) if fCompressionMode is kBlitter_CompressionMode |
- SkAutoMalloc fCompressedBuffer; |
- |
- // This is the desired format within which to compress the |
- // texture. This value is only valid if fCompressionMode is not kNone_CompressionMode. |
- SkTextureCompressor::Format fCompressedFormat; |
- |
- // Actually sends the texture data to the GPU. This is called from |
- // toTexture with the data filled in depending on the texture config. |
- void sendTextureData(GrTexture *texture, const GrSurfaceDesc& desc, |
- const void *data, size_t rowbytes); |
- |
- // Compresses the bitmap stored in fBM and sends the compressed data |
- // to the GPU to be stored in 'texture' using sendTextureData. |
- void compressTextureData(GrTexture *texture, const GrSurfaceDesc& desc); |
- |
typedef SkNoncopyable INHERITED; |
}; |