| Index: src/core/SkPicture.cpp
|
| diff --git a/src/core/SkPicture.cpp b/src/core/SkPicture.cpp
|
| index b96caf908c95dca0503dab5c5ea34df15ff7e15a..d57de97d78c5f67a3c3da1c9a0087b9497e7a052 100644
|
| --- a/src/core/SkPicture.cpp
|
| +++ b/src/core/SkPicture.cpp
|
| @@ -111,6 +111,7 @@ const char* DrawTypeToString(DrawType drawType) {
|
|
|
| ///////////////////////////////////////////////////////////////////////////////
|
|
|
| +#ifdef SK_SUPPORT_LEGACY_DEFAULT_PICTURE_CTOR
|
| // fRecord OK
|
| SkPicture::SkPicture()
|
| : fWidth(0)
|
| @@ -118,6 +119,7 @@ SkPicture::SkPicture()
|
| , fRecordWillPlayBackBitmaps(false) {
|
| this->needsNewGenID();
|
| }
|
| +#endif
|
|
|
| // fRecord OK
|
| SkPicture::SkPicture(int width, int height,
|
| @@ -147,75 +149,59 @@ SkPicture::~SkPicture() {}
|
| #ifdef SK_SUPPORT_LEGACY_PICTURE_CLONE
|
| // fRecord TODO, fix by deleting this method
|
| SkPicture* SkPicture::clone() const {
|
| - SkPicture* clonedPicture = SkNEW(SkPicture);
|
| - this->clone(clonedPicture, 1);
|
| - return clonedPicture;
|
| -}
|
|
|
| -// fRecord TODO, fix by deleting this method
|
| -void SkPicture::clone(SkPicture* pictures, int count) const {
|
| - SkPictCopyInfo copyInfo;
|
| + SkAutoTDelete<SkPictureData> newData;
|
|
|
| - for (int i = 0; i < count; i++) {
|
| - SkPicture* clone = &pictures[i];
|
| + if (fData.get()) {
|
| + SkPictCopyInfo copyInfo;
|
|
|
| - clone->needsNewGenID();
|
| - clone->fWidth = fWidth;
|
| - clone->fHeight = fHeight;
|
| - clone->fData.reset(NULL);
|
| - clone->fRecordWillPlayBackBitmaps = fRecordWillPlayBackBitmaps;
|
| + int paintCount = SafeCount(fData->fPaints);
|
|
|
| - /* We want to copy the src's playback. However, if that hasn't been built
|
| - yet, we need to fake a call to endRecording() without actually calling
|
| - it (since it is destructive, and we don't want to change src).
|
| + /* The alternative to doing this is to have a clone method on the paint and have it
|
| + * make the deep copy of its internal structures as needed. The holdup to doing
|
| + * that is at this point we would need to pass the SkBitmapHeap so that we don't
|
| + * unnecessarily flatten the pixels in a bitmap shader.
|
| */
|
| - if (fData.get()) {
|
| - if (!copyInfo.initialized) {
|
| - int paintCount = SafeCount(fData->fPaints);
|
| -
|
| - /* The alternative to doing this is to have a clone method on the paint and have it
|
| - * make the deep copy of its internal structures as needed. The holdup to doing
|
| - * that is at this point we would need to pass the SkBitmapHeap so that we don't
|
| - * unnecessarily flatten the pixels in a bitmap shader.
|
| - */
|
| - copyInfo.paintData.setCount(paintCount);
|
| -
|
| - /* Use an SkBitmapHeap to avoid flattening bitmaps in shaders. If there already is
|
| - * one, use it. If this SkPictureData was created from a stream, fBitmapHeap
|
| - * will be NULL, so create a new one.
|
| - */
|
| - if (fData->fBitmapHeap.get() == NULL) {
|
| - // FIXME: Put this on the stack inside SkPicture::clone.
|
| - SkBitmapHeap* heap = SkNEW(SkBitmapHeap);
|
| - copyInfo.controller.setBitmapStorage(heap);
|
| - heap->unref();
|
| - } else {
|
| - copyInfo.controller.setBitmapStorage(fData->fBitmapHeap);
|
| - }
|
| -
|
| - SkDEBUGCODE(int heapSize = SafeCount(fData->fBitmapHeap.get());)
|
| - for (int i = 0; i < paintCount; i++) {
|
| - if (NeedsDeepCopy(fData->fPaints->at(i))) {
|
| - copyInfo.paintData[i] =
|
| - SkFlatData::Create<SkPaint::FlatteningTraits>(©Info.controller,
|
| - fData->fPaints->at(i), 0);
|
| -
|
| - } else {
|
| - // this is our sentinel, which we use in the unflatten loop
|
| - copyInfo.paintData[i] = NULL;
|
| - }
|
| - }
|
| - SkASSERT(SafeCount(fData->fBitmapHeap.get()) == heapSize);
|
| -
|
| - // needed to create typeface playback
|
| - copyInfo.controller.setupPlaybacks();
|
| - copyInfo.initialized = true;
|
| - }
|
| + copyInfo.paintData.setCount(paintCount);
|
|
|
| - clone->fData.reset(SkNEW_ARGS(SkPictureData, (*fData, ©Info)));
|
| - clone->fUniqueID = this->uniqueID(); // need to call method to ensure != 0
|
| + /* Use an SkBitmapHeap to avoid flattening bitmaps in shaders. If there already is
|
| + * one, use it. If this SkPictureData was created from a stream, fBitmapHeap
|
| + * will be NULL, so create a new one.
|
| + */
|
| + if (fData->fBitmapHeap.get() == NULL) {
|
| + // FIXME: Put this on the stack inside SkPicture::clone.
|
| + SkBitmapHeap* heap = SkNEW(SkBitmapHeap);
|
| + copyInfo.controller.setBitmapStorage(heap);
|
| + heap->unref();
|
| + } else {
|
| + copyInfo.controller.setBitmapStorage(fData->fBitmapHeap);
|
| }
|
| +
|
| + SkDEBUGCODE(int heapSize = SafeCount(fData->fBitmapHeap.get());)
|
| + for (int i = 0; i < paintCount; i++) {
|
| + if (NeedsDeepCopy(fData->fPaints->at(i))) {
|
| + copyInfo.paintData[i] =
|
| + SkFlatData::Create<SkPaint::FlatteningTraits>(©Info.controller,
|
| + fData->fPaints->at(i), 0);
|
| +
|
| + } else {
|
| + // this is our sentinel, which we use in the unflatten loop
|
| + copyInfo.paintData[i] = NULL;
|
| + }
|
| + }
|
| + SkASSERT(SafeCount(fData->fBitmapHeap.get()) == heapSize);
|
| +
|
| + // needed to create typeface playback
|
| + copyInfo.controller.setupPlaybacks();
|
| +
|
| + newData.reset(SkNEW_ARGS(SkPictureData, (*fData, ©Info)));
|
| }
|
| +
|
| + SkPicture* clone = SkNEW_ARGS(SkPicture, (newData.detach(), fWidth, fHeight));
|
| + clone->fRecordWillPlayBackBitmaps = fRecordWillPlayBackBitmaps;
|
| + clone->fUniqueID = this->uniqueID(); // need to call method to ensure != 0
|
| +
|
| + return clone;
|
| }
|
| #endif//SK_SUPPORT_LEGACY_PICTURE_CLONE
|
|
|
|
|