void draw_paths(SkCanvas* canvas, bool hideOccluders) {
SkTArray<SkPath> paths;
paths.push_back().addRoundRect(SkRect::MakeWH(50, 50), 10, 10);
- // disable cache for now until we can figure out how to make it more stable
- paths.back().setIsVolatile(true);
SkRRect oddRRect;
oddRRect.setNinePatch(SkRect::MakeWH(50, 50), 9, 13, 6, 16);
paths.push_back().addRRect(oddRRect);
- paths.back().setIsVolatile(true);
paths.push_back().addRect(SkRect::MakeWH(50, 50));
- paths.back().setIsVolatile(true);
paths.push_back().addCircle(25, 25, 25);
- paths.back().setIsVolatile(true);
paths.push_back().cubicTo(100, 50, 20, 100, 0, 0);
- paths.back().setIsVolatile(true);
paths.push_back().addOval(SkRect::MakeWH(20, 60));
- paths.back().setIsVolatile(true);
static constexpr SkScalar kPad = 15.f;
static constexpr SkScalar kLightR = 100.f;
/**
* This manages a set of tessellations for a given shape in the cache. Because SkResourceCache
* records are immutable this is not itself a Rec. When we need to update it we return this on
- * the FindVisitor and let the cache destory the Rec. We'll update the tessellations and then add
+ * the FindVisitor and let the cache destroy the Rec. We'll update the tessellations and then add
* a new Rec with an adjusted size for any deletions/additions.
*/
class CachedTessellations : public SkRefCnt {
if (fCount < MAX_ENTRIES) {
i = fCount++;
} else {
- i = gRandom.nextULessThan(MAX_ENTRIES);
+ i = fRandom.nextULessThan(MAX_ENTRIES);
fSize -= fEntries[i].fVertices->approximateSize();
}
fEntries[i].fFactory = factory;
Entry fEntries[MAX_ENTRIES];
int fCount = 0;
size_t fSize = 0;
+ SkRandom fRandom;
};
Set<AmbientVerticesFactory, 4> fAmbientSet;
Set<SpotVerticesFactory, 4> fSpotSet;
-
- static SkRandom gRandom;
};
-SkRandom CachedTessellations::gRandom;
-
/**
* A record of shadow vertices stored in SkResourceCache of CachedTessellations for a particular
* path. The key represents the path's geometry and not any shadow params.