| Index: src/core/SkBitmapProcShader.cpp
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| diff --git a/src/core/SkBitmapProcShader.cpp b/src/core/SkBitmapProcShader.cpp
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| index 46cf7db136d93e8bd2391d134d17e009a666c706..503269ac10690de985354836c32869898672e11c 100644
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| --- a/src/core/SkBitmapProcShader.cpp
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| +++ b/src/core/SkBitmapProcShader.cpp
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| @@ -97,39 +97,25 @@ static bool valid_for_drawing(const SkBitmap& bm) {
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|      return true;
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|  }
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|  
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| -bool SkBitmapProcShader::validInternal(const ContextRec& rec, SkMatrix* totalInverse,
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| -                                       SkBitmapProcState* state) const {
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| +SkShader::Context* SkBitmapProcShader::onCreateContext(const ContextRec& rec, void* storage) const {
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|      if (!fRawBitmap.getTexture() && !valid_for_drawing(fRawBitmap)) {
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| -        return false;
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| -    }
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| -
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| -    // Make sure we can use totalInverse as a cache.
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| -    SkMatrix totalInverseLocal;
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| -    if (NULL == totalInverse) {
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| -        totalInverse = &totalInverseLocal;
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| +        return NULL;
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|      }
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| -
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| +    
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| +    SkMatrix totalInverse;
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|      // Do this first, so we know the matrix can be inverted.
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| -    if (!this->INHERITED::validContext(rec, totalInverse)) {
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| -        return false;
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| +    if (!this->computeTotalInverse(rec, &totalInverse)) {
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| +        return NULL;
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|      }
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| +    
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| +    void* stateStorage = (char*)storage + sizeof(BitmapProcShaderContext);
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| +    SkBitmapProcState* state = SkNEW_PLACEMENT(stateStorage, SkBitmapProcState);
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|  
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|      SkASSERT(state);
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|      state->fTileModeX = fTileModeX;
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|      state->fTileModeY = fTileModeY;
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|      state->fOrigBitmap = fRawBitmap;
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| -    return state->chooseProcs(*totalInverse, *rec.fPaint);
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| -}
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| -
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| -bool SkBitmapProcShader::validContext(const ContextRec& rec, SkMatrix* totalInverse) const {
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| -    SkBitmapProcState state;
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| -    return this->validInternal(rec, totalInverse, &state);
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| -}
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| -
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| -SkShader::Context* SkBitmapProcShader::createContext(const ContextRec& rec, void* storage) const {
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| -    void* stateStorage = (char*)storage + sizeof(BitmapProcShaderContext);
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| -    SkBitmapProcState* state = SkNEW_PLACEMENT(stateStorage, SkBitmapProcState);
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| -    if (!this->validInternal(rec, NULL, state)) {
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| +    if (!state->chooseProcs(totalInverse, *rec.fPaint)) {
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|          state->~SkBitmapProcState();
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|          return NULL;
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|      }
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| 
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