Get Mac viewer working with SDL
Also fixes SkiaSDLExample.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2210603003
Review-Url: https://codereview.chromium.org/2210603003
diff --git a/example/SkiaSDLExample.cpp b/example/SkiaSDLExample.cpp
index da5f2dc..0072f0f 100644
--- a/example/SkiaSDLExample.cpp
+++ b/example/SkiaSDLExample.cpp
@@ -20,7 +20,7 @@
#elif defined(SK_BUILD_FOR_UNIX)
#include <GL/gl.h>
#elif defined(SK_BUILD_FOR_MAC)
-#include <gl.h>
+#include <OpenGL/gl.h>
#endif
/*
@@ -224,7 +224,7 @@
SkPaint paint;
// create a surface for CPU rasterization
- SkAutoTUnref<SkSurface> cpuSurface(SkSurface::NewRaster(canvas->imageInfo()));
+ sk_sp<SkSurface> cpuSurface(SkSurface::MakeRaster(canvas->imageInfo()));
SkCanvas* offscreen = cpuSurface->getCanvas();
offscreen->save();
@@ -232,7 +232,7 @@
offscreen->drawPath(create_star(), paint);
offscreen->restore();
- SkAutoTUnref<SkImage> image(cpuSurface->newImageSnapshot());
+ sk_sp<SkImage> image = cpuSurface->makeImageSnapshot();
int rotation = 0;
while (!state.fQuit) { // Our application loop