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authorGravatar Ben Wagner <bungeman@google.com>2016-11-03 14:40:50 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2016-11-03 19:03:40 +0000
commit145dbcd165d9d27298eb8888bc240e2d06a95464 (patch)
tree461ac2a3fe607bdf1d72fd72ae9451a58490a1bc /gm/gamut.cpp
parentb1c7f88df9ec40b4efb52d314304adfbaf95697c (diff)
Remove SkAutoTDelete.
Replace with std::unique_ptr. Change-Id: I5806cfbb30515fcb20e5e66ce13fb5f3b8728176 Reviewed-on: https://skia-review.googlesource.com/4381 Commit-Queue: Ben Wagner <bungeman@google.com> Reviewed-by: Mike Klein <mtklein@chromium.org>
Diffstat (limited to 'gm/gamut.cpp')
-rw-r--r--gm/gamut.cpp32
1 files changed, 16 insertions, 16 deletions
diff --git a/gm/gamut.cpp b/gm/gamut.cpp
index 9f45d6efa7..21312ce6fa 100644
--- a/gm/gamut.cpp
+++ b/gm/gamut.cpp
@@ -113,7 +113,7 @@ protected:
SkColor fColors[4];
};
-static void draw_gamut_grid(SkCanvas* canvas, SkTArray<SkAutoTDelete<CellRenderer>>& renderers) {
+static void draw_gamut_grid(SkCanvas* canvas, SkTArray<std::unique_ptr<CellRenderer>>& renderers) {
// We want our colors in our wide gamut to be obviously visibly distorted from sRGB, so we use
// Wide Gamut RGB (with sRGB gamma, for HW acceleration) as the working space for this test:
const float gWideGamutRGB_toXYZD50[]{
@@ -199,35 +199,35 @@ static void draw_gamut_grid(SkCanvas* canvas, SkTArray<SkAutoTDelete<CellRendere
}
DEF_SIMPLE_GM_BG(gamut, canvas, gTestWidth, gTestHeight, SK_ColorBLACK) {
- SkTArray<SkAutoTDelete<CellRenderer>> renderers;
+ SkTArray<std::unique_ptr<CellRenderer>> renderers;
// sRGB primaries, rendered as paint color
- renderers.push_back(new PaintColorCellRenderer(SK_ColorRED));
- renderers.push_back(new PaintColorCellRenderer(SK_ColorGREEN));
+ renderers.emplace_back(new PaintColorCellRenderer(SK_ColorRED));
+ renderers.emplace_back(new PaintColorCellRenderer(SK_ColorGREEN));
// sRGB primaries, rendered as bitmaps
- renderers.push_back(new BitmapCellRenderer(SK_ColorRED, kNone_SkFilterQuality));
- renderers.push_back(new BitmapCellRenderer(SK_ColorGREEN, kLow_SkFilterQuality));
+ renderers.emplace_back(new BitmapCellRenderer(SK_ColorRED, kNone_SkFilterQuality));
+ renderers.emplace_back(new BitmapCellRenderer(SK_ColorGREEN, kLow_SkFilterQuality));
// Larger bitmap to trigger mipmaps
- renderers.push_back(new BitmapCellRenderer(SK_ColorRED, kMedium_SkFilterQuality, 2.0f));
+ renderers.emplace_back(new BitmapCellRenderer(SK_ColorRED, kMedium_SkFilterQuality, 2.0f));
// Smaller bitmap to trigger bicubic
- renderers.push_back(new BitmapCellRenderer(SK_ColorGREEN, kHigh_SkFilterQuality, 0.5f));
+ renderers.emplace_back(new BitmapCellRenderer(SK_ColorGREEN, kHigh_SkFilterQuality, 0.5f));
// Various gradients involving sRGB primaries and white/black
// First with just two stops (implemented with uniforms on GPU)
- renderers.push_back(new GradientCellRenderer(SK_ColorRED, SK_ColorGREEN, false));
- renderers.push_back(new GradientCellRenderer(SK_ColorGREEN, SK_ColorBLACK, false));
- renderers.push_back(new GradientCellRenderer(SK_ColorGREEN, SK_ColorWHITE, false));
+ renderers.emplace_back(new GradientCellRenderer(SK_ColorRED, SK_ColorGREEN, false));
+ renderers.emplace_back(new GradientCellRenderer(SK_ColorGREEN, SK_ColorBLACK, false));
+ renderers.emplace_back(new GradientCellRenderer(SK_ColorGREEN, SK_ColorWHITE, false));
// ... and then with four stops (implemented with textures on GPU)
- renderers.push_back(new GradientCellRenderer(SK_ColorRED, SK_ColorGREEN, true));
- renderers.push_back(new GradientCellRenderer(SK_ColorGREEN, SK_ColorBLACK, true));
- renderers.push_back(new GradientCellRenderer(SK_ColorGREEN, SK_ColorWHITE, true));
+ renderers.emplace_back(new GradientCellRenderer(SK_ColorRED, SK_ColorGREEN, true));
+ renderers.emplace_back(new GradientCellRenderer(SK_ColorGREEN, SK_ColorBLACK, true));
+ renderers.emplace_back(new GradientCellRenderer(SK_ColorGREEN, SK_ColorWHITE, true));
// Vertex colors
- renderers.push_back(new VerticesCellRenderer(SK_ColorRED, SK_ColorRED));
- renderers.push_back(new VerticesCellRenderer(SK_ColorRED, SK_ColorGREEN));
+ renderers.emplace_back(new VerticesCellRenderer(SK_ColorRED, SK_ColorRED));
+ renderers.emplace_back(new VerticesCellRenderer(SK_ColorRED, SK_ColorGREEN));
draw_gamut_grid(canvas, renderers);
}