SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkBitmapProcShader)
- bool asNewEffect(GrContext*, const SkPaint&, const SkMatrix*, GrColor*, GrEffect**)
+ bool asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix*, GrColor*,
+ GrFragmentProcessor**)
const SK_OVERRIDE;
class BitmapProcShaderContext : public SkShader::Context {
};
protected:
+#ifdef SK_SUPPORT_LEGACY_DEEPFLATTENING
SkBitmapProcShader(SkReadBuffer& );
+#endif
virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE;
virtual Context* onCreateContext(const ContextRec&, void* storage) const SK_OVERRIDE;
// an Sk3DBlitter in SkDraw.cpp
// Note that some contexts may contain other contexts (e.g. for compose shaders), but we've not
// yet found a situation where the size below isn't big enough.
-typedef SkSmallAllocator<3, 768> SkTBlitterAllocator;
+typedef SkSmallAllocator<3, 1024> SkTBlitterAllocator;
// If alloc is non-NULL, it will be used to allocate the returned SkShader, and MUST outlive
// the SkShader.