fix for valgrind
BUG=skia: Review URL: https://codereview.chromium.org/816103003
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@ -154,9 +154,10 @@ void GrBitmapTextContext::onDrawText(const GrPaint& paint, const SkPaint& skPain
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SkFixed fx = SkScalarToFixed(x) + halfSampleX;
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SkFixed fy = SkScalarToFixed(y) + halfSampleY;
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// if we have RGB, then we won't have any SkShaders so no need to use a localmatrix
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if (kARGB_GrMaskFormat != fCurrMaskFormat && !viewMatrix.invert(&fLocalMatrix)) {
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SkDebugf("Cannot invert viewmatrix\n");
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// if we have RGB, then we won't have any SkShaders so no need to use a localmatrix, but for
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// performance reasons we just invert here instead
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if (!viewMatrix.invert(&fLocalMatrix)) {
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SkDebugf("Cannot invert viewmatrix\n");
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}
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while (text < stop) {
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@ -201,11 +202,9 @@ void GrBitmapTextContext::onDrawPosText(const GrPaint& paint, const SkPaint& skP
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SkGlyphCache* cache = autoCache.getCache();
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GrFontScaler* fontScaler = GetGrFontScaler(cache);
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// store original matrix before we reset, so we can use it to transform positions
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SkMatrix ctm = viewMatrix;
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// if we have RGB, then we won't have any SkShaders so no need to use a localmatrix
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if (kARGB_GrMaskFormat != fCurrMaskFormat && !viewMatrix.invert(&fLocalMatrix)) {
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// if we have RGB, then we won't have any SkShaders so no need to use a localmatrix, but for
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// performance reasons we just invert here instead
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if (!viewMatrix.invert(&fLocalMatrix)) {
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SkDebugf("Cannot invert viewmatrix\n");
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}
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@ -214,12 +213,12 @@ void GrBitmapTextContext::onDrawPosText(const GrPaint& paint, const SkPaint& skP
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const char* stop = text + byteLength;
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SkTextAlignProc alignProc(fSkPaint.getTextAlign());
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SkTextMapStateProc tmsProc(ctm, offset, scalarsPerPosition);
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SkTextMapStateProc tmsProc(viewMatrix, offset, scalarsPerPosition);
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SkFixed halfSampleX = 0, halfSampleY = 0;
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if (cache->isSubpixel()) {
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// maybe we should skip the rounding if linearText is set
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SkAxisAlignment baseline = SkComputeAxisAlignmentForHText(ctm);
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SkAxisAlignment baseline = SkComputeAxisAlignmentForHText(viewMatrix);
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SkFixed fxMask = ~0;
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SkFixed fyMask = ~0;
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