Move SkShader::fLocalMatrix into SkShader constructor.
As a first step towards removing SkShader::setLocalMatrix, which will make
SkShader thread-safe, remove calls to setLocalMatrix that happen immediately
after the shader is being created. Instead, pass the matrix into the constructor
or factory method.
BUG=skia:1976
R=scroggo@google.com, reed@google.com, skyostil@google.com, mtklein@google.com
Author: dominikg@chromium.org
Review URL: https://codereview.chromium.org/245963010
git-svn-id: http://skia.googlecode.com/svn/trunk@14401 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/gm/shadertext3.cpp b/gm/shadertext3.cpp
index a1c2d60..6ae3159 100644
--- a/gm/shadertext3.cpp
+++ b/gm/shadertext3.cpp
@@ -100,14 +100,15 @@
int i = 0;
for (size_t tm0 = 0; tm0 < SK_ARRAY_COUNT(kTileModes); ++tm0) {
for (size_t tm1 = 0; tm1 < SK_ARRAY_COUNT(kTileModes); ++tm1) {
- SkAutoTUnref<SkShader> shader(SkShader::CreateBitmapShader(fBmp,
- kTileModes[tm0],
- kTileModes[tm1]));
SkMatrix localM;
localM.setTranslate(5.f, 5.f);
localM.postRotate(20);
localM.postScale(1.15f, .85f);
- shader->setLocalMatrix(localM);
+
+ SkAutoTUnref<SkShader> shader(SkShader::CreateBitmapShader(fBmp,
+ kTileModes[tm0],
+ kTileModes[tm1],
+ &localM));
SkPaint fillPaint;
fillPaint.setAntiAlias(true);