Make bicubic FP factories return const FPs
TBR=egdaniel@google.com Review URL: https://codereview.chromium.org/1413403008
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@ -400,7 +400,7 @@ const GrFragmentProcessor* SkBitmapProcShader::asFragmentProcessor(GrContext* co
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return nullptr;
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}
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SkAutoTUnref<GrFragmentProcessor> inner;
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SkAutoTUnref<const GrFragmentProcessor> inner;
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if (doBicubic) {
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inner.reset(GrBicubicEffect::Create(texture, matrix, tm));
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} else {
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@ -32,7 +32,7 @@ public:
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/**
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* Create a simple filter effect with custom bicubic coefficients and optional domain.
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*/
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static GrFragmentProcessor* Create(GrTexture* tex, const SkScalar coefficients[16],
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static const GrFragmentProcessor* Create(GrTexture* tex, const SkScalar coefficients[16],
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const SkRect* domain = nullptr) {
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if (nullptr == domain) {
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static const SkShader::TileMode kTileModes[] = { SkShader::kClamp_TileMode,
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@ -48,7 +48,7 @@ public:
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/**
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* Create a Mitchell filter effect with specified texture matrix and x/y tile modes.
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*/
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static GrFragmentProcessor* Create(GrTexture* tex, const SkMatrix& matrix,
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static const GrFragmentProcessor* Create(GrTexture* tex, const SkMatrix& matrix,
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SkShader::TileMode tileModes[2]) {
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return Create(tex, gMitchellCoefficients, matrix, tileModes);
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}
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@ -57,7 +57,7 @@ public:
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* Create a filter effect with custom bicubic coefficients, the texture matrix, and the x/y
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* tilemodes.
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*/
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static GrFragmentProcessor* Create(GrTexture* tex, const SkScalar coefficients[16],
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static const GrFragmentProcessor* Create(GrTexture* tex, const SkScalar coefficients[16],
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const SkMatrix& matrix,
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const SkShader::TileMode tileModes[2]) {
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return new GrBicubicEffect(tex, coefficients, matrix, tileModes);
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@ -66,7 +66,7 @@ public:
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/**
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* Create a Mitchell filter effect with a texture matrix and a domain.
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*/
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static GrFragmentProcessor* Create(GrTexture* tex, const SkMatrix& matrix,
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static const GrFragmentProcessor* Create(GrTexture* tex, const SkMatrix& matrix,
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const SkRect& domain) {
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return new GrBicubicEffect(tex, gMitchellCoefficients, matrix, domain);
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}
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@ -118,7 +118,7 @@ const GrFragmentProcessor* SkImageShader::asFragmentProcessor(GrContext* context
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return nullptr;
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}
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SkAutoTUnref<GrFragmentProcessor> inner;
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SkAutoTUnref<const GrFragmentProcessor> inner;
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if (doBicubic) {
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inner.reset(GrBicubicEffect::Create(texture, matrix, tm));
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} else {
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