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;