Searched defs:SkShader (Results 1 - 4 of 4) sorted by relevance

/external/skia/src/core/
H A DSkShader.cpp18 #include "SkShader.h"
40 SkShader::SkShader(const SkMatrix* localMatrix) { function in class:SkShader
51 SkShader::~SkShader() {
55 void SkShader::flatten(SkWriteBuffer& buffer) const {
64 bool SkShader::computeTotalInverse(const ContextRec& rec, SkMatrix* totalInverse) const {
76 bool SkShader::asLuminanceColor(SkColor* colorPtr) const {
88 SkShader::Context* SkShader
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H A DSkBlitter.cpp29 bool SkBlitter::resetShaderContext(const SkShader::ContextRec&) { argument
33 SkShader::Context* SkBlitter::getShaderContext() const {
585 class Sk3DShader : public SkShader {
587 Sk3DShader(SkShader* proxy) : fProxy(proxy) {
604 SkShader::Context* proxyContext = nullptr;
615 class Sk3DShaderContext : public SkShader::Context {
619 SkShader::Context* proxyContext)
705 SkShader::Context* fProxyContext;
708 typedef SkShader::Context INHERITED;
734 SkShader* fProx
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/external/skia/bench/
H A DGradientBench.cpp15 #include "SkShader.h"
50 static SkShader* MakeLinear(const SkPoint pts[2], const GradData& data,
51 SkShader::TileMode tm, float scale, bool force4f) {
57 static SkShader* MakeRadial(const SkPoint pts[2], const GradData& data,
58 SkShader::TileMode tm, float scale, bool force4f) {
68 static SkShader* MakeSweep(const SkPoint pts[2], const GradData& data,
69 SkShader::TileMode tm, float scale, bool force4f) {
78 static SkShader* MakeConical(const SkPoint pts[2], const GradData& data,
79 SkShader::TileMode tm, float scale, bool force4f) {
91 static SkShader* MakeConicalZeroRa
192 GradientBench(GradType gradType, GradData data = gGradData[0], SkShader::TileMode tm = SkShader::kClamp_TileMode, GeomType geomType = kRect_GeomType, float scale = 1.0f, bool force4f = false) argument
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/external/skia/include/core/
H A DSkShader.h26 /** \class SkShader
36 class SK_API SkShader : public SkFlattenable { class in inherits:SkFlattenable
38 SkShader(const SkMatrix* localMatrix = NULL);
39 virtual ~SkShader();
123 Context(const SkShader& shader, const ContextRec&);
164 const SkShader& fShader;
276 const SkShader* fShaderA;
277 const SkShader* fShaderB;
288 * The GPU device does not call SkShader::createContext(), instead we pass the view matrix,
327 SkShader* newWithLocalMatri
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