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/SkPictureShader.cpp b/src/core/SkPictureShader.cpp
index 65a2cd3..3e0eb65 100644
--- a/src/core/SkPictureShader.cpp
+++ b/src/core/SkPictureShader.cpp
@@ -28,13 +28,14 @@
SkIntToScalar(picture->height()));
}
-SkPictureShader::SkPictureShader(SkReadBuffer& buffer)
- : INHERITED(buffer) {
+#ifdef SK_SUPPORT_LEGACY_DEEPFLATTENING
+SkPictureShader::SkPictureShader(SkReadBuffer& buffer) : INHERITED(buffer) {
fTmx = static_cast<SkShader::TileMode>(buffer.read32());
fTmy = static_cast<SkShader::TileMode>(buffer.read32());
buffer.readRect(&fTile);
fPicture = SkPicture::CreateFromBuffer(buffer);
}
+#endif
SkPictureShader::~SkPictureShader() {
fPicture->unref();
@@ -49,9 +50,19 @@
return SkNEW_ARGS(SkPictureShader, (picture, tmx, tmy, localMatrix, tile));
}
-void SkPictureShader::flatten(SkWriteBuffer& buffer) const {
- this->INHERITED::flatten(buffer);
+SkFlattenable* SkPictureShader::CreateProc(SkReadBuffer& buffer) {
+ SkMatrix lm;
+ buffer.readMatrix(&lm);
+ TileMode mx = (TileMode)buffer.read32();
+ TileMode my = (TileMode)buffer.read32();
+ SkRect tile;
+ buffer.readRect(&tile);
+ SkAutoTUnref<SkPicture> picture(SkPicture::CreateFromBuffer(buffer));
+ return SkPictureShader::Create(picture, mx, my, &lm, &tile);
+}
+void SkPictureShader::flatten(SkWriteBuffer& buffer) const {
+ buffer.writeMatrix(this->getLocalMatrix());
buffer.write32(fTmx);
buffer.write32(fTmy);
buffer.writeRect(fTile);