Use SkBitmapHeap for shaders in SkGPipe.
authorscroggo@google.com <scroggo@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>
Tue, 14 Aug 2012 15:48:43 +0000 (15:48 +0000)
committerscroggo@google.com <scroggo@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>
Tue, 14 Aug 2012 15:48:43 +0000 (15:48 +0000)
commit7ca24437c71af06fc06ab5f6f261b185882fa440
treef456549326251605110e868479ae3c762ebda971
parent3e26bd0c357d849ff40b092decd7a5c46ec2ada4
Use SkBitmapHeap for shaders in SkGPipe.

Required adding a new feature to SkBitmapHeap, allowing it to defer
adding owners, since sometimes we flatten a shader, but then do not
unflatten it, since we already had a copy in the heap, so the owners
never get removed.

Reviewed at https://codereview.appspot.com/6464053/

Review URL: https://codereview.appspot.com/6465047

git-svn-id: http://skia.googlecode.com/svn/trunk@5082 2bbb7eff-a529-9590-31e7-b0007b416f81
src/core/SkBitmapHeap.cpp
src/core/SkBitmapHeap.h
src/pipe/SkGPipeRead.cpp
src/pipe/SkGPipeWrite.cpp