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authorGravatar Brian Osman <brianosman@google.com>2017-08-14 14:48:10 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-08-14 21:24:55 +0000
commit93ba0a4fc85f04bc1be9429983df1e57473b49a7 (patch)
tree29b75949fdb9d449b28c000ff5f1e18eec19c42f /fuzz/fuzz.cpp
parentba8275148ab8b10393b053e2586b852796c4afc2 (diff)
Switch SkSL to std::string
On desktop, this saves just over 5% of the time in the SkSL compiler. As written, the code will now build either way, so it's much easier to switch back (or even have some platforms use SkString, if that's ever required). Bug: skia: Change-Id: I634f26a4f6fcb404e59bda6a5c6a21a9c6d73c0b Reviewed-on: https://skia-review.googlesource.com/34381 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
Diffstat (limited to 'fuzz/fuzz.cpp')
-rw-r--r--fuzz/fuzz.cpp4
1 files changed, 2 insertions, 2 deletions
diff --git a/fuzz/fuzz.cpp b/fuzz/fuzz.cpp
index f8897e6663..bb2b1c803e 100644
--- a/fuzz/fuzz.cpp
+++ b/fuzz/fuzz.cpp
@@ -543,8 +543,8 @@ static void fuzz_sksl2glsl(sk_sp<SkData> bytes) {
sk_sp<GrShaderCaps> caps = SkSL::ShaderCapsFactory::Default();
settings.fCaps = caps.get();
std::unique_ptr<SkSL::Program> program = compiler.convertProgram(SkSL::Program::kFragment_Kind,
- SkString((const char*) bytes->data()),
- settings);
+ SkSL::String((const char*) bytes->data()),
+ settings);
if (!program || !compiler.toGLSL(*program, &output)) {
SkDebugf("[terminated] Couldn't compile input.\n");
return;