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Searched refs:shaderContext (Results 1 – 7 of 7) sorted by relevance

/external/skia/src/core/
DSkBlitter_ARGB32.cpp333 const SkPaint& paint, SkShader::Context* shaderContext) in SkARGB32_Shader_Blitter() argument
334 : INHERITED(device, paint, shaderContext) in SkARGB32_Shader_Blitter()
341 if (!(shaderContext->getFlags() & SkShader::kOpaqueAlpha_Flag)) { in SkARGB32_Shader_Blitter()
351 if (shaderContext->getFlags() & SkShader::kOpaqueAlpha_Flag) { in SkARGB32_Shader_Blitter()
364 fConstInY = SkToBool(shaderContext->getFlags() & SkShader::kConstInY32_Flag); in SkARGB32_Shader_Blitter()
395 SkShader::Context* shaderContext = fShaderContext; in blitRect() local
401 shaderContext->shadeSpan(x, y, device, width); in blitRect()
408 shaderContext->shadeSpan(x, y, span, width); in blitRect()
430 SkShader::Context::ShadeProc shadeProc = shaderContext->asAShadeProc(&ctx); in blitRect()
439 shaderContext->shadeSpan(x, y, device, width); in blitRect()
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DSkBlitter_PM4f.cpp323 static bool is_opaque(const SkPaint& paint, const SkShader::Context* shaderContext) { in is_opaque() argument
324 return shaderContext ? SkToBool(shaderContext->getFlags() & SkShader::kOpaqueAlpha_Flag) in is_opaque()
329 State4f(const SkImageInfo& info, const SkPaint& paint, const SkShader::Context* shaderContext) { in State4f()
331 if (shaderContext) { in State4f()
353 State32(const SkImageInfo& info, const SkPaint& paint, const SkShader::Context* shaderContext) in State32()
354 : State4f(info, paint, shaderContext) in State32()
356 if (is_opaque(paint, shaderContext)) { in State32()
385 StateF16(const SkImageInfo& info, const SkPaint& paint, const SkShader::Context* shaderContext) in StateF16()
386 : State4f(info, paint, shaderContext) in StateF16()
388 if (is_opaque(paint, shaderContext)) { in StateF16()
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DSkColorFilterShader.cpp58 SkShader::Context* shaderContext = fShader->makeContext(rec, alloc); in onMakeContext() local
59 if (nullptr == shaderContext) { in onMakeContext()
62 return alloc->make<FilterShaderContext>(*this, shaderContext, rec); in onMakeContext()
68 SkShader::Context* shaderContext, in FilterShaderContext() argument
71 , fShaderContext(shaderContext) in FilterShaderContext()
DSkBlitter_A8.cpp230 SkShader::Context* shaderContext) in SkA8_Shader_Blitter() argument
231 : INHERITED(device, paint, shaderContext) in SkA8_Shader_Blitter()
250 SkShader::Context* shaderContext = fShaderContext; in blitH() local
252 if ((shaderContext->getFlags() & SkShader::kOpaqueAlpha_Flag) && !fXfermode) { in blitH()
257 shaderContext->shadeSpan(x, y, span, width); in blitH()
283 SkShader::Context* shaderContext = fShaderContext; in blitAntiH() local
288 int opaque = shaderContext->getFlags() & SkShader::kOpaqueAlpha_Flag; in blitAntiH()
300 shaderContext->shadeSpan(x, y, span, count); in blitAntiH()
330 SkShader::Context* shaderContext = fShaderContext; in blitMask() local
335 shaderContext->shadeSpan(x, y, span, width); in blitMask()
DSkBlitter_RGB16.cpp113 SkShader::Context* shaderContext);
135 SkShader::Context* shaderContext);
674 SkShader::Context* shaderContext) in SkRGB16_Shader_Blitter() argument
675 : INHERITED(device, paint, shaderContext) in SkRGB16_Shader_Blitter()
711 SkShader::Context* shaderContext = fShaderContext; in blitRect() local
718 shaderContext->shadeSpan(x, y, buffer, width); in blitRect()
726 shaderContext->shadeSpan(x, y, buffer, width); in blitRect()
751 SkShader::Context* shaderContext = fShaderContext; in blitAntiH() local
772 shaderContext->shadeSpan(x, y, span, nonZeroCount); in blitAntiH()
800 SkShader::Context* shaderContext) in SkRGB16_Shader_Xfermode_Blitter() argument
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DSkCoreBlitters.h36 SkShader::Context* shaderContext);
87 SkShader::Context* shaderContext);
158 SkShader::Context* shaderContext);
201 SkShader::Context* shaderContext,
DSkBlitter.cpp730 Sk3DBlitter(SkBlitter* proxy, SkShader::Context* shaderContext) in Sk3DBlitter() argument
732 , fShaderContext(shaderContext) in Sk3DBlitter()
881 SkShader::Context* shaderContext = nullptr; in Choose() local
887 shaderContext = shader->makeContext(rec, alloc); in Choose()
888 if (!shaderContext) { in Choose()
891 SkASSERT(shaderContext); in Choose()
899 blitter = alloc->make<SkA8_Shader_Blitter>(device, *paint, shaderContext); in Choose()
906 blitter = SkBlitter_ChooseD565(device, *paint, shaderContext, alloc); in Choose()
916 blitter = SkBlitter_ARGB32_Create(device, *paint, shaderContext, alloc); in Choose()
920 device, *paint, shaderContext); in Choose()
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