diff options
author | mtklein <mtklein@chromium.org> | 2016-09-01 11:24:54 -0700 |
---|---|---|
committer | Commit bot <commit-bot@chromium.org> | 2016-09-01 11:24:54 -0700 |
commit | dbfd7ab10883f173f5c1b653a233e18dc6142002 (patch) | |
tree | a69ab168400f1d270d6047e1d8edf956cb6e5442 /gm/bmpfilterqualityrepeat.cpp | |
parent | 0b629ec73210161a6ba869a44a3c4ffd5a27dab9 (diff) |
Replace a lot of 'static const' with 'constexpr' or 'const'.
'static const' means, there must be at most one of these, and initialize it at
compile time if possible or runtime if necessary. This leads to unexpected
code execution, and TSAN* will complain about races on the guard variables.
Generally 'constexpr' or 'const' are better choices. Neither can cause races:
they're either intialized at compile time (constexpr) or intialized each time
independently (const).
This CL prefers constexpr where possible, and uses const where not. It even
prefers constexpr over const where they don't make a difference... I want to have
lots of examples of constexpr for people to see and mimic.
The scoped-to-class static has nothing to do with any of this, and is not changed.
* Not yet on the bots, which use an older TSAN.
BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2300623005
Review-Url: https://codereview.chromium.org/2300623005
Diffstat (limited to 'gm/bmpfilterqualityrepeat.cpp')
-rw-r--r-- | gm/bmpfilterqualityrepeat.cpp | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/gm/bmpfilterqualityrepeat.cpp b/gm/bmpfilterqualityrepeat.cpp index 6264d74df2..c55626f6b2 100644 --- a/gm/bmpfilterqualityrepeat.cpp +++ b/gm/bmpfilterqualityrepeat.cpp @@ -39,7 +39,7 @@ protected: void onDraw(SkCanvas* canvas) override { - static const struct { + constexpr struct { SkFilterQuality fQuality; const char* fName; } kQualities[] = { @@ -59,7 +59,7 @@ protected: lm.setTranslateX(423); lm.setTranslateY(330); - static const SkShader::TileMode kTM = SkShader::kRepeat_TileMode; + constexpr SkShader::TileMode kTM = SkShader::kRepeat_TileMode; bmpPaint.setShader(SkShader::MakeBitmapShader(fBmp, kTM, kTM, &lm)); SkRect rect = SkRect::MakeLTRB(20, 60, 220, 210); canvas->drawRect(rect, bmpPaint); |