Fix incremental visibility filter handling.

When drawing incrementally, SkDebugCanvas can end up applying the
visibility overlay multiple times (resulting in a fade-to-white effect).

The CL also includes a minor/unrelated SkDebugCanvas cleanup.

R=robertphillips@google.com

Author: fmalita@chromium.org

Review URL: https://codereview.chromium.org/103083004

git-svn-id: http://skia.googlecode.com/svn/trunk@12478 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/src/utils/debugger/SkDebugCanvas.h b/src/utils/debugger/SkDebugCanvas.h
index 3df3151..262619e 100644
--- a/src/utils/debugger/SkDebugCanvas.h
+++ b/src/utils/debugger/SkDebugCanvas.h
@@ -42,15 +42,6 @@
     void draw(SkCanvas* canvas);
 
     /**
-        Executes the draw calls in the specified range.
-        @param canvas  The canvas being drawn to
-        @param i  The beginning of the range
-        @param j  The end of the range
-        TODO(chudy): Implement
-     */
-    void drawRange(SkCanvas* canvas, int i, int j);
-
-    /**
         Executes the draw calls up to the specified index.
         @param canvas  The canvas being drawn to
         @param index  The index of the final command being executed
@@ -244,9 +235,8 @@
 
 private:
     SkTDArray<SkDrawCommand*> fCommandVector;
-    int fHeight;
     int fWidth;
-    SkBitmap fBm;
+    int fHeight;
     bool fFilter;
     int fIndex;
     SkMatrix fUserMatrix;