| Index: src/core/SkComposeShader.cpp
|
| diff --git a/src/core/SkComposeShader.cpp b/src/core/SkComposeShader.cpp
|
| index df8215c1a223b5449a3b26edf93214faf4978b6a..fef9e3652769d9e5916a80b855e4dc46d1c5d013 100644
|
| --- a/src/core/SkComposeShader.cpp
|
| +++ b/src/core/SkComposeShader.cpp
|
| @@ -73,36 +73,7 @@ void SkComposeShader::flatten(SkWriteBuffer& buffer) const {
|
| buffer.writeFlattenable(fMode);
|
| }
|
|
|
| -/* We call validContext/createContext on our two worker shaders.
|
| - However, we always let them see opaque alpha, and if the paint
|
| - really is translucent, then we apply that after the fact.
|
| -
|
| - */
|
| -bool SkComposeShader::validContext(const ContextRec& rec, SkMatrix* totalInverse) const {
|
| - if (!this->INHERITED::validContext(rec, totalInverse)) {
|
| - return false;
|
| - }
|
| -
|
| - // we preconcat our localMatrix (if any) with the device matrix
|
| - // before calling our sub-shaders
|
| -
|
| - SkMatrix tmpM;
|
| - tmpM.setConcat(*rec.fMatrix, this->getLocalMatrix());
|
| -
|
| - ContextRec newRec(rec);
|
| - newRec.fMatrix = &tmpM;
|
| -
|
| - return fShaderA->validContext(newRec) && fShaderB->validContext(newRec);
|
| -}
|
| -
|
| -SkShader::Context* SkComposeShader::createContext(const ContextRec& rec, void* storage) const {
|
| - if (!this->validContext(rec)) {
|
| - return NULL;
|
| - }
|
| -
|
| - // TODO : must fix this to not "cheat" and modify fPaint
|
| - SkAutoAlphaRestore restore(const_cast<SkPaint*>(rec.fPaint), 0xFF);
|
| -
|
| +SkShader::Context* SkComposeShader::onCreateContext(const ContextRec& rec, void* storage) const {
|
| char* aStorage = (char*) storage + sizeof(ComposeShaderContext);
|
| char* bStorage = aStorage + fShaderA->contextSize();
|
|
|
| @@ -117,11 +88,9 @@ SkShader::Context* SkComposeShader::createContext(const ContextRec& rec, void* s
|
|
|
| SkShader::Context* contextA = fShaderA->createContext(newRec, aStorage);
|
| SkShader::Context* contextB = fShaderB->createContext(newRec, bStorage);
|
| -
|
| - // Both functions must succeed; otherwise validContext should have returned
|
| - // false.
|
| - SkASSERT(contextA);
|
| - SkASSERT(contextB);
|
| + if (!contextA || !contextB) {
|
| + return NULL;
|
| + }
|
|
|
| return SkNEW_PLACEMENT_ARGS(storage, ComposeShaderContext, (*this, rec, contextA, contextB));
|
| }
|
|
|