SkImage-backed SkPictureShader
Instead of using an explicit image generator + SkBitmap + bitmap shader,
switch to the shiny new SkImage/image generator/image shader.
R=reed@google.com
Review URL: https://codereview.chromium.org/1343153003
diff --git a/src/core/SkPictureShader.cpp b/src/core/SkPictureShader.cpp
index 906313d..6685211 100644
--- a/src/core/SkPictureShader.cpp
+++ b/src/core/SkPictureShader.cpp
@@ -7,10 +7,10 @@
#include "SkPictureShader.h"
-#include "SkBitmap.h"
-#include "SkBitmapProcShader.h"
#include "SkCanvas.h"
+#include "SkImageCacherator.h"
#include "SkImageGenerator.h"
+#include "SkImageShader.h"
#include "SkMatrixUtils.h"
#include "SkPicture.h"
#include "SkReadBuffer.h"
@@ -215,20 +215,26 @@
this->getLocalMatrix());
if (!SkResourceCache::Find(key, BitmapShaderRec::Visitor, &tileShader)) {
- SkMatrix tileMatrix;
- tileMatrix.setRectToRect(fTile, SkRect::MakeIWH(tileSize.width(), tileSize.height()),
- SkMatrix::kFill_ScaleToFit);
- SkBitmap bm;
- if (!SkDEPRECATED_InstallDiscardablePixelRef(
- SkImageGenerator::NewFromPicture(tileSize, fPicture, &tileMatrix, nullptr), &bm)) {
+ SkMatrix tileMatrix =
+ SkMatrix::MakeRectToRect(fTile, SkRect::MakeIWH(tileSize.width(), tileSize.height()),
+ SkMatrix::kFill_ScaleToFit);
+ SkAutoTUnref<SkImage> tileImage(
+ SkImage::NewFromPicture(fPicture, tileSize, &tileMatrix, nullptr));
+ if (!tileImage) {
return nullptr;
}
SkMatrix shaderMatrix = this->getLocalMatrix();
shaderMatrix.preScale(1 / tileScale.width(), 1 / tileScale.height());
- tileShader.reset(CreateBitmapShader(bm, fTmx, fTmy, &shaderMatrix));
+ tileShader.reset(tileImage->newShader(fTmx, fTmy, &shaderMatrix));
- SkResourceCache::Add(new BitmapShaderRec(key, tileShader.get(), bm.getSize()));
+ // The actual pixels are accounted for in the SkImage cacherator budget. Here we
+ // use a rough estimate for the related objects.
+ const size_t bytesUsed = sizeof(SkImageShader) +
+ sizeof(SkImage) +
+ sizeof(SkImageCacherator) +
+ sizeof(SkImageGenerator);
+ SkResourceCache::Add(new BitmapShaderRec(key, tileShader.get(), bytesUsed));
}
return tileShader.detach();