Add alternate SkPicture::clone
This adds an alternate version of SkPicture::clone for two reasons: 1) Chromium uses the SkPicture copy constructor to unpack the pictures from the old-style clone interface (and I would like to remove the copy ctor) 2) This is part of the long term plan to wean Chrome off of cloning. Once pictures are thread safe we will switch the new SkPicture::clone call to just return 'this'. From there it is a small step to removing clone entirely. Note that the two versions of clone() is temporary. Once this is landed (and rolled) I will land a Chrome-side patch to remove their use of the old interface (Use new SkPicture::clone interface - https://codereview.chromium.org/380323002/) R=mtklein@google.com, reed@google.com Author: robertphillips@google.com Review URL: https://codereview.chromium.org/381193002
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@ -123,6 +123,7 @@ public:
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* SkPictures.
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*/
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void clone(SkPicture* pictures, int count) const;
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void clone(SkPicture* pictures[], int count) const;
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#endif
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/** Replays the drawing commands on the specified canvas.
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@ -191,8 +191,8 @@ SkPicture::~SkPicture() {}
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#ifdef SK_SUPPORT_LEGACY_PICTURE_CLONE
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// fRecord TODO, fix by deleting this method
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SkPicture* SkPicture::clone() const {
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SkPicture* clonedPicture = SkNEW(SkPicture);
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this->clone(clonedPicture, 1);
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SkPicture* clonedPicture;
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this->clone(&clonedPicture, 1);
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return clonedPicture;
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}
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@ -261,6 +261,72 @@ void SkPicture::clone(SkPicture* pictures, int count) const {
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}
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}
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}
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// fRecord TODO, fix by deleting this method
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void SkPicture::clone(SkPicture* pictures[], int count) const {
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SkPictCopyInfo copyInfo;
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for (int i = 0; i < count; i++) {
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SkPicture* clone = pictures[i] = SkNEW(SkPicture);
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clone->needsNewGenID();
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clone->fWidth = fWidth;
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clone->fHeight = fHeight;
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clone->fData.reset(NULL);
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clone->fRecordWillPlayBackBitmaps = fRecordWillPlayBackBitmaps;
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/* We want to copy the src's playback. However, if that hasn't been built
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yet, we need to fake a call to endRecording() without actually calling
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it (since it is destructive, and we don't want to change src).
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*/
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if (fData.get()) {
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if (!copyInfo.initialized) {
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int paintCount = SafeCount(fData->fPaints);
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/* The alternative to doing this is to have a clone method on the paint and have it
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* make the deep copy of its internal structures as needed. The holdup to doing
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* that is at this point we would need to pass the SkBitmapHeap so that we don't
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* unnecessarily flatten the pixels in a bitmap shader.
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*/
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copyInfo.paintData.setCount(paintCount);
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/* Use an SkBitmapHeap to avoid flattening bitmaps in shaders. If there already is
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* one, use it. If this SkPictureData was created from a stream, fBitmapHeap
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* will be NULL, so create a new one.
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*/
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if (fData->fBitmapHeap.get() == NULL) {
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// FIXME: Put this on the stack inside SkPicture::clone.
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SkBitmapHeap* heap = SkNEW(SkBitmapHeap);
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copyInfo.controller.setBitmapStorage(heap);
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heap->unref();
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} else {
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copyInfo.controller.setBitmapStorage(fData->fBitmapHeap);
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}
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SkDEBUGCODE(int heapSize = SafeCount(fData->fBitmapHeap.get());)
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for (int i = 0; i < paintCount; i++) {
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if (NeedsDeepCopy(fData->fPaints->at(i))) {
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copyInfo.paintData[i] =
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SkFlatData::Create<SkPaint::FlatteningTraits>(©Info.controller,
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fData->fPaints->at(i), 0);
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} else {
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// this is our sentinel, which we use in the unflatten loop
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copyInfo.paintData[i] = NULL;
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}
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}
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SkASSERT(SafeCount(fData->fBitmapHeap.get()) == heapSize);
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// needed to create typeface playback
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copyInfo.controller.setupPlaybacks();
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copyInfo.initialized = true;
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}
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clone->fData.reset(SkNEW_ARGS(SkPictureData, (*fData, ©Info)));
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clone->fUniqueID = this->uniqueID(); // need to call method to ensure != 0
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}
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}
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}
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#endif//SK_SUPPORT_LEGACY_PICTURE_CLONE
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// fRecord OK
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