Use SkArenaAlloc in the SkAutoBlitterChoose code.
- Added default implementation of onMakeContext to support use in android.
Searches for uses:
"public SkShader" package:^chromium$ -file:^src/third_party/skia
package:^aosp.* "public SkShader" -file:external/skia -file:.*third_party/skia
package:^android$ "public SkShader" -file:external/skia -file:.*third_party/skia
... shows that no subclass overrides onCreateContext.
TBR=reed@google.com
TBR=mtklein@google.com
Change-Id: I8bd5f57a79534574e344b165d31dccee41c31767
Reviewed-on: https://skia-review.googlesource.com/8140
Commit-Queue: Herb Derby <herb@google.com>
Reviewed-by: Herb Derby <herb@google.com>
diff --git a/src/core/SkCoreBlitters.h b/src/core/SkCoreBlitters.h
index 62bf73e..63ddda9 100644
--- a/src/core/SkCoreBlitters.h
+++ b/src/core/SkCoreBlitters.h
@@ -178,10 +178,10 @@
};
SkBlitter* SkBlitter_ARGB32_Create(const SkPixmap& device, const SkPaint&, SkShader::Context*,
- SkTBlitterAllocator*);
+ SkArenaAlloc*);
SkBlitter* SkBlitter_F16_Create(const SkPixmap& device, const SkPaint&, SkShader::Context*,
- SkTBlitterAllocator*);
+ SkArenaAlloc*);
///////////////////////////////////////////////////////////////////////////////
@@ -200,11 +200,11 @@
SkBlitter* SkBlitter_ChooseD565(const SkPixmap& device, const SkPaint& paint,
SkShader::Context* shaderContext,
- SkTBlitterAllocator* allocator);
+ SkArenaAlloc* allocator);
// Returns nullptr if no SkRasterPipeline blitter can be constructed for this paint.
SkBlitter* SkCreateRasterPipelineBlitter(const SkPixmap&, const SkPaint&, const SkMatrix& ctm,
- SkTBlitterAllocator*);
+ SkArenaAlloc*);
#endif