Searched defs:shader (Results 1 - 25 of 28) sorted by relevance

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/external/skia/src/animator/
H A DSkDrawShader.cpp40 if (fPaint->shader != (SkDrawShader*) -1)
42 fPaint->shader = this;
47 void SkDrawShader::addPostlude(SkShader* shader) { argument
49 shader->setLocalMatrix(matrix->getMatrix());
67 if (fPaint->shader != (SkDrawShader*) -1)
69 fPaint->shader = this;
78 // note: bitmap shader now supports independent tile modes for X and Y
84 SkShader* shader = SkShader::CreateBitmapShader(image->fBitmap,
87 SkAutoTDelete<SkShader> autoDel(shader);
88 addPostlude(shader);
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H A DSkDrawPaint.h60 SkDrawShader* shader; member in class:SkDrawPaint
/external/skia/src/views/
H A DSkParsePaint.cpp9 if ((node = dom.getFirstChild(node, "shader")) == NULL)
99 SkShader* shader = inflate_shader(dom, node); local
100 if (shader)
101 paint->setShader(shader)->unref();
H A DSkListView.cpp533 SkShader* shader = SkShader::CreateBitmapShader(fBGRef->bitmap(), false, SkPaint::kNo_FilterType, SkShader::kClamp_TileMode); local
534 paint.setShader(shader)->unref();
720 SkShader* shader = SkShader::CreateBitmapShader(bm, false, SkPaint::kNo_FilterType, SkShader::kClamp_TileMode); local
721 p.setShader(shader)->unref();
723 shader->setLocalMatrix(matrix);
/external/skia/src/core/
H A DSkColorFilter.cpp32 SkFilterShader::SkFilterShader(SkShader* shader, SkColorFilter* filter) argument
34 fShader = shader; shader->ref();
75 // if the filter doesn't support 16bit, clear the matching bit in the shader
79 // if the filter might change alpha, clear the opaque flag in the shader
H A DSkBitmapProcShader.cpp242 SkShader* shader; local
245 SK_PLACEMENT_NEW_ARGS(shader, SkColorShader, storage, storageSize,
248 SK_PLACEMENT_NEW_ARGS(shader, SkBitmapProcShader, storage,
251 return shader;
H A DSkBlitter_A8.cpp321 SkShader* shader = fShader; local
340 shader->shadeSpan(x, y, span, count);
H A DSkBlitter_ARGB32.cpp408 // we call this on the output from the shader
410 // we call this on the output from the shader + alpha from the aa buffer
443 SkShader* shader = fShader; local
454 shader->shadeSpan(x, y, span, count);
478 // cool, have the shader draw right into the device
479 shader->shadeSpan(x, y, device, count);
481 shader->shadeSpan(x, y, span, count);
490 } else { // no xfermode but the shader not opaque
H A DSkPictureFlat.cpp139 const SkShader* shader = (const SkShader*) buffer.readFlattenable(); local
140 if (shader != defaultPaint.getShader())
142 "shader:%p ", shader);
143 SkDELETE(shader);
H A DSkBlitter_4444.cpp435 SkShader* shader = fShader; local
445 shader->shadeSpan(x, y, span, count);
H A DSkBlitter_RGB16.cpp132 // used only if the shader can perform shadSpan16
704 SkShader* shader = fShader; variable
706 int alpha = shader->getSpan16Alpha();
708 shader->shadeSpan16(x, y, device, width);
711 shader->shadeSpan16(x, y, span16, width);
717 SkShader* shader = fShader; local
720 int alpha = shader->getSpan16Alpha();
724 // have the shader blit directly into the device the first time
725 shader->shadeSpan16(x, y, dst, width);
736 shader
765 SkShader* shader = fShader; variable
857 SkShader* shader = fShader; local
898 SkShader* shader = fShader; variable
975 SkShader* shader = fShader; variable
1032 SkShader* shader = paint.getShader(); local
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H A DSkBlitter.cpp681 Sk3DBlitter(SkBlitter* proxy, Sk3DShader* shader, void (*killProc)(void*)) argument
682 : fProxy(proxy), f3DShader(shader), fKillProc(killProc)
684 shader->ref();
749 SkShader* setShader(SkShader* shader) { argument
750 return fPaint->setShader(shader);
799 SkShader* shader = paint.getShader(); local
800 if (NULL == shader ||
801 (shader->getFlags() & SkShader::kOpaqueAlpha_Flag)) {
873 SkShader* shader = paint.getShader(); local
878 shader3D = SkNEW_ARGS(Sk3DShader, (shader));
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H A DSkPicturePlayback.cpp1002 const SkShader* shader = paint.getShader(); local
1003 if (shader != defaultPaint.getShader())
1005 "{kShader, %p}, ", shader);
/external/skia/gm/
H A Dgradients.cpp92 SkShader* shader = gGradMakers[j](pts, gGradData[i], tm, NULL); local
93 paint.setShader(shader);
95 shader->unref();
H A Dtilemodes.cpp43 SkShader* shader = SkShader::CreateBitmapShader(bm, tmx, tmy); local
44 paint->setShader(shader)->unref();
/external/skia/src/effects/
H A DSkColorFilters.cpp51 virtual void filterSpan(const SkPMColor shader[], int count, argument
56 virtual void filterSpan16(const uint16_t shader[], int count, argument
88 virtual void filterSpan(const SkPMColor shader[], int count, argument
90 SkBlitRow::Color32(result, shader, count, fPMColor);
93 virtual void filterSpan16(const uint16_t shader[], int count, argument
127 virtual void filterSpan(const SkPMColor shader[], int count, argument
133 result[i] = proc(color, shader[i]);
137 virtual void filterSpan16(const uint16_t shader[], int count, argument
145 result[i] = proc16(color, shader[i]);
250 virtual void filterSpan(const SkPMColor shader[], in argument
302 filterSpan(const SkPMColor shader[], int count, SkPMColor result[]) argument
340 filterSpan(const SkPMColor shader[], int count, SkPMColor result[]) argument
388 filterSpan16(const uint16_t shader[], int count, uint16_t result[]) argument
419 filterSpan(const SkPMColor shader[], int count, SkPMColor result[]) argument
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/external/skia/src/utils/
H A DSkNinePatch.cpp214 SkShader* shader = SkShader::CreateBitmapShader(bitmap, local
221 p.setShader(shader)->unref();
/external/webkit/WebCore/platform/graphics/android/
H A DImageAndroid.cpp298 SkShader* shader = SkShader::CreateBitmapShader(bitmap, local
301 paint.setShader(shader)->unref();
302 // now paint is the only owner of shader
319 shader->setLocalMatrix(matrix);
/external/webkit/WebCore/platform/graphics/skia/
H A DImageSkia.cpp325 SkShader* shader; local
353 shader = SkShader::CreateBitmapShader(resampled, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode);
361 shader = SkShader::CreateBitmapShader(srcSubset, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode);
374 shader->setLocalMatrix(matrix);
377 paint.setShader(shader)->unref();
H A DGraphicsContextSkia.cpp643 // Make a shader for the bitmap with an origin of the box we'll draw. This
644 // shader is refcounted and will have an initial refcount of 1.
645 SkShader* shader = SkShader::CreateBitmapShader( local
651 shader->setLocalMatrix(matrix);
653 // Assign the shader to the paint & release our reference. The paint will
654 // now own the shader and the shader will be destroyed when the paint goes
657 paint.setShader(shader);
658 shader->unref();
/external/webkit/WebCore/bindings/js/
H A DJSWebGLRenderingContextCustom.cpp270 WebGLShader* shader = toWebGLShader(args.at(0)); local
274 WebGLGetInfo info = context->getShaderParameter(shader, pname, ec);
/external/webkit/WebCore/bindings/v8/custom/
H A DV8WebGLRenderingContextCustom.cpp395 WebGLShader* shader = V8WebGLShader::HasInstance(args[0]) ? V8WebGLShader::toNative(v8::Handle<v8::Object>::Cast(args[0])) : 0; local
402 WebGLGetInfo info = context->getShaderParameter(shader, pname, ec);
/external/skia/src/gl/
H A DSkGLDevice.cpp159 SkShader* shader = paint.getShader(); local
160 if (NULL == shader) {
164 if (!shader->setContext(this->accessBitmap(false), paint, this->matrix())) {
171 if (!shader->asABitmap(&bitmap, &matrix, tileModes)) {
172 SkGL_unimpl("shader->asABitmap() == false");
181 // see if we've already cached the bitmap from the shader
191 if (shader->getLocalMatrix(&localM)) {
203 // since we're going to use a shader/texture, we don't want the color,
216 AutoPaintShader shader(this, paint);
218 const SkGLVertex* texs = shader
534 SkShader* shader = paint.getShader(); local
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/external/webkit/WebCore/rendering/
H A DRenderThemeChromiumSkia.cpp344 SkShader* shader = SkGradientShader::CreateLinear( local
347 paint.setShader(shader);
348 shader->unref();
/external/webkit/WebCore/platform/graphics/mac/
H A DGraphicsContext3DMac.cpp246 void GraphicsContext3D::attachShader(WebGLProgram* program, WebGLShader* shader) argument
249 ASSERT(shader);
251 ::glAttachShader((GLuint) program->object(), (GLuint) shader->object());
377 void GraphicsContext3D::compileShader(WebGLShader* shader) argument
379 ASSERT(shader);
381 ::glCompileShader((GLuint) shader->object());
420 void GraphicsContext3D::detachShader(WebGLProgram* program, WebGLShader* shader) argument
423 ASSERT(shader);
425 ::glDetachShader((GLuint) program->object(), (GLuint) shader->object());
625 bool GraphicsContext3D::isShader(WebGLShader* shader) argument
709 shaderSource(WebGLShader* shader, const String& string) argument
1029 getShaderiv(WebGLShader* shader, unsigned long pname, int* value) argument
1037 getShaderInfoLog(WebGLShader* shader) argument
1056 getShaderSource(WebGLShader* shader) argument
1276 deleteShader(unsigned shader) argument
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