#include "platform/graphics/ImageBuffer.h"
#include "third_party/skia/include/core/SkCanvas.h"
#include "third_party/skia/include/core/SkDevice.h"
+#include "third_party/skia/include/core/SkPicture.h"
-namespace WebCore {
+namespace blink {
ImageBufferSurface::ImageBufferSurface(const IntSize& size, OpacityMode opacityMode)
: m_opacityMode(opacityMode)
setIsHidden(false);
}
+PassRefPtr<SkPicture> ImageBufferSurface::getPicture()
+{
+ return nullptr;
+}
+
void ImageBufferSurface::clear()
{
// Clear the background transparent or opaque, as required. It would be nice if this wasn't
canvas()->drawARGB(255, 0, 0, 0, SkXfermode::kSrc_Mode);
else
canvas()->drawARGB(0, 0, 0, 0, SkXfermode::kClear_Mode);
+ didClearCanvas();
}
}
-const SkBitmap& ImageBufferSurface::bitmap() const
+const SkBitmap& ImageBufferSurface::bitmap()
{
ASSERT(canvas());
+ willAccessPixels();
return canvas()->getTopDevice()->accessBitmap(false);
}
return nullBitmap;
}
-} // namespace WebCore
+} // namespace blink