Simplify flattening to just write enough to call the factory/public-constructor for the class. We want to *not* rely on private constructors, and not rely on calling through the inheritance hierarchy for either flattening or unflattening(CreateProc).
Refactoring pattern:
1. guard the existing constructor(readbuffer) with the legacy build-flag
2. If you are a instancable subclass, implement CreateProc(readbuffer) to create a new instances from the buffer params (or return NULL).
If you're a shader subclass
1. You must read/write the local matrix if your class accepts that in its factory/constructor, else ignore it.
R=robertphillips@google.com, mtklein@google.com, senorblanco@google.com, senorblanco@chromium.org, sugoi@chromium.org
Author: reed@google.com
Review URL: https://codereview.chromium.org/395603002
diff --git a/src/core/SkComposeShader.cpp b/src/core/SkComposeShader.cpp
index f7de73b..3c5b55a 100644
--- a/src/core/SkComposeShader.cpp
+++ b/src/core/SkComposeShader.cpp
@@ -26,8 +26,8 @@
SkSafeRef(mode);
}
-SkComposeShader::SkComposeShader(SkReadBuffer& buffer) :
- INHERITED(buffer) {
+#ifdef SK_SUPPORT_LEGACY_DEEPFLATTENING
+SkComposeShader::SkComposeShader(SkReadBuffer& buffer) : INHERITED(buffer) {
fShaderA = buffer.readShader();
if (NULL == fShaderA) {
fShaderA = SkNEW_ARGS(SkColorShader, ((SkColor)0));
@@ -38,6 +38,7 @@
}
fMode = buffer.readXfermode();
}
+#endif
SkComposeShader::~SkComposeShader() {
SkSafeUnref(fMode);
@@ -66,8 +67,17 @@
};
#define SkAutoAlphaRestore(...) SK_REQUIRE_LOCAL_VAR(SkAutoAlphaRestore)
+SkFlattenable* SkComposeShader::CreateProc(SkReadBuffer& buffer) {
+ SkAutoTUnref<SkShader> shaderA(buffer.readShader());
+ SkAutoTUnref<SkShader> shaderB(buffer.readShader());
+ SkAutoTUnref<SkXfermode> mode(buffer.readXfermode());
+ if (!shaderA.get() || !shaderB.get()) {
+ return NULL;
+ }
+ return SkNEW_ARGS(SkComposeShader, (shaderA, shaderB, mode));
+}
+
void SkComposeShader::flatten(SkWriteBuffer& buffer) const {
- this->INHERITED::flatten(buffer);
buffer.writeFlattenable(fShaderA);
buffer.writeFlattenable(fShaderB);
buffer.writeFlattenable(fMode);