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authorGravatar Herb Derby <herb@google.com>2017-02-13 11:36:14 -0500
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-02-13 17:37:17 +0000
commitff590a12441002d281254ec6a86070ac0a19263f (patch)
tree29bff6f7da116c8691448bca204593e1a25c3ba3 /src/xps/SkXPSDevice.cpp
parentfbd6cfbf8401ad645d66842a947e6f1e4edd790f (diff)
Always make SkImageShaders in heap.
I made a couple of measurments, and it looks like any differences is well below the noise threshold. Just for the record run1: .9991 of baseline and run2 .9988 of baseline. I was using top25 .skps as workload. TBR=mtklein@google.com Change-Id: If4fa06e5d5df72fb67dbb4bbb99c926f05765897 Reviewed-on: https://skia-review.googlesource.com/8341 Reviewed-by: Herb Derby <herb@google.com> Commit-Queue: Herb Derby <herb@google.com>
Diffstat (limited to 'src/xps/SkXPSDevice.cpp')
-rw-r--r--src/xps/SkXPSDevice.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/xps/SkXPSDevice.cpp b/src/xps/SkXPSDevice.cpp
index 8dca7f0156..f32ca86d92 100644
--- a/src/xps/SkXPSDevice.cpp
+++ b/src/xps/SkXPSDevice.cpp
@@ -2274,7 +2274,7 @@ void SkXPSDevice::drawBitmapRect(const SkDraw& draw,
auto bitmapShader = SkMakeBitmapShader(bitmap, SkShader::kClamp_TileMode,
SkShader::kClamp_TileMode, &matrix,
- kNever_SkCopyPixelsMode, nullptr);
+ kNever_SkCopyPixelsMode);
SkASSERT(bitmapShader);
if (!bitmapShader) { return; }
SkPaint paintWithShader(paint);