[graphite] Fix shader dictionary's map key equality check.
Change-Id: I3d1433fba70d5283cb76c960c2e5e7aab0b53ef5 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/510816 Reviewed-by: Michael Ludwig <michaelludwig@google.com> Commit-Queue: Greg Daniel <egdaniel@google.com>
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@ -106,13 +106,21 @@ private:
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size_t operator()(const SkPaintParamsKey*) const;
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};
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struct KeyEqual {
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bool operator()(const SkPaintParamsKey* k1, const SkPaintParamsKey* k2) const {
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return k1->operator==(*k2);
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}
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};
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std::array<SkShaderInfo::SnippetEntry, kBuiltInCodeSnippetIDCount> fBuiltInCodeSnippets;
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std::vector<SkShaderInfo::SnippetEntry> fUserDefinedCodeSnippets;
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// TODO: can we do something better given this should have write-seldom/read-often behavior?
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mutable SkSpinlock fSpinLock;
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std::unordered_map<const SkPaintParamsKey*, Entry*, Hash> fHash SK_GUARDED_BY(fSpinLock);
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using PaintHashMap = std::unordered_map<const SkPaintParamsKey*, Entry*, Hash, KeyEqual>;
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PaintHashMap fHash SK_GUARDED_BY(fSpinLock);
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std::vector<Entry*> fEntryVector SK_GUARDED_BY(fSpinLock);
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SkArenaAlloc fArena{256};
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@ -65,9 +65,7 @@ void GraphiteMetalWindowContext::initializeContext() {
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void GraphiteMetalWindowContext::destroyContext() {
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if (fGraphiteContext) {
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// TODO?
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// in case we have outstanding refs to this (lua?)
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// fGraphiteContext->abandonContext();
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fGraphiteRecorder.reset();
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fGraphiteContext.reset();
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}
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@ -84,8 +82,6 @@ sk_sp<SkSurface> GraphiteMetalWindowContext::getBackbufferSurface() {
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sk_sp<SkSurface> surface;
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id<CAMetalDrawable> currentDrawable = [fMetalLayer nextDrawable];
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skgpu::mtl::TextureInfo mtlInfo((skgpu::mtl::Handle)currentDrawable.texture);
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skgpu::BackendTexture backendTex(this->dimensions(),
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(skgpu::mtl::Handle)currentDrawable.texture);
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