c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
34 lines
1.2 KiB
C++
34 lines
1.2 KiB
C++
// Copyright 2019 Google LLC.
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// Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
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#include "tools/fiddle/examples.h"
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// HASH=4486d0c0b22ad2931db130f42da4c80c
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REG_FIDDLE(Canvas_accessTopRasterHandle, 256, 256, true, 0) {
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static void DeleteCallback(void*, void* context) {
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delete (char*) context;
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}
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class CustomAllocator : public SkRasterHandleAllocator {
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public:
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bool allocHandle(const SkImageInfo& info, Rec* rec) override {
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char* context = new char[4]{'s', 'k', 'i', 'a'};
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rec->fReleaseProc = DeleteCallback;
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rec->fReleaseCtx = context;
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rec->fHandle = context;
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rec->fPixels = context;
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rec->fRowBytes = 4;
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return true;
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}
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void updateHandle(Handle handle, const SkMatrix& ctm, const SkIRect& clip_bounds) override {
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// apply canvas matrix and clip to custom environment
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}
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};
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void draw(SkCanvas* canvas) {
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const SkImageInfo info = SkImageInfo::MakeN32Premul(1, 1);
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std::unique_ptr<SkCanvas> c2 =
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SkRasterHandleAllocator::MakeCanvas(std::unique_ptr<CustomAllocator>(
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new CustomAllocator()), info);
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char* context = (char*) c2->accessTopRasterHandle();
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SkDebugf("context = %.4s\n", context);
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}
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} // END FIDDLE
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