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authorGravatar scroggo@google.com <scroggo@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>2012-12-10 18:20:23 +0000
committerGravatar scroggo@google.com <scroggo@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>2012-12-10 18:20:23 +0000
commit6f9286202831dd807daf9b1e39271da8f390210e (patch)
treef7e3b9377b0924346ce6b69fd8b22e2196655783 /src/core/SkPicturePlayback.cpp
parentdee54be428017a81f13519291a03baac11d61602 (diff)
When cloning picture, use a bitmap heap to avoid flattening bitmaps.
When cloning a picture, the paints are reflattened. Use a bitmap heap so the bitmaps do not get unnecessarily get flattened as well. For br.337, this speeds up bench_pictures timing the clone operation (not yet checked in, but currently timing making five clones) from around 180 ms to around 24ms. Review URL: https://codereview.appspot.com/6903063 git-svn-id: http://skia.googlecode.com/svn/trunk@6740 2bbb7eff-a529-9590-31e7-b0007b416f81
Diffstat (limited to 'src/core/SkPicturePlayback.cpp')
-rw-r--r--src/core/SkPicturePlayback.cpp14
1 files changed, 14 insertions, 0 deletions
diff --git a/src/core/SkPicturePlayback.cpp b/src/core/SkPicturePlayback.cpp
index 3024c22627..9a8f133d8a 100644
--- a/src/core/SkPicturePlayback.cpp
+++ b/src/core/SkPicturePlayback.cpp
@@ -194,6 +194,20 @@ SkPicturePlayback::SkPicturePlayback(const SkPicturePlayback& src, SkPictCopyInf
*/
deepCopyInfo->paintData.setCount(src.fPaints->count());
+ /* Use an SkBitmapHeap to avoid flattening bitmaps in shaders. If there already is one,
+ * use it. If this SkPicturePlayback was created from a stream, fBitmapHeap will be
+ * NULL, so create a new one.
+ */
+ if (fBitmapHeap.get() == NULL) {
+ // FIXME: Put this on the stack inside SkPicture::clone. Further, is it possible to
+ // do the rest of this initialization in SkPicture::clone as well?
+ SkBitmapHeap* heap = SkNEW(SkBitmapHeap);
+ deepCopyInfo->controller.setBitmapStorage(heap);
+ heap->unref();
+ } else {
+ deepCopyInfo->controller.setBitmapStorage(fBitmapHeap);
+ }
+
SkDEBUGCODE(int heapSize = SafeCount(fBitmapHeap.get());)
for (int i = 0; i < src.fPaints->count(); i++) {
if (needs_deep_copy(src.fPaints->at(i))) {