|
typedef void(* | BlitBW )(BlitState *, int x, int y, const SkPixmap &, int count) |
|
typedef void(* | BlitAA )(BlitState *, int x, int y, const SkPixmap &, int count, const SkAlpha[]) |
|
typedef void(* | ShadeProc )(const void *ctx, int x, int y, SkPMColor[], int count) |
| The const void* ctx is only const because all the implementations are const. More...
|
|
|
| Context (const SkShader &shader, const ContextRec &) |
|
virtual uint32_t | getFlags () const |
| Called sometimes before drawing with this shader. More...
|
|
virtual void | shadeSpan (int x, int y, SkPMColor[], int count)=0 |
| Called for each span of the object being drawn. More...
|
|
virtual void | shadeSpan4f (int x, int y, SkPM4f[], int count) |
|
bool | chooseBlitProcs (const SkImageInfo &info, BlitState *state) |
|
virtual ShadeProc | asAShadeProc (void **ctx) |
|
virtual void | shadeSpanAlpha (int x, int y, uint8_t alpha[], int count) |
| Similar to shadeSpan, but only returns the alpha-channel for a span. More...
|
|
virtual void | set3DMask (const SkMask *) |
|
|
enum | MatrixClass { kLinear_MatrixClass,
kFixedStepInX_MatrixClass,
kPerspective_MatrixClass
} |
|
|
uint8_t | getPaintAlpha () const |
|
const SkMatrix & | getTotalInverse () const |
|
MatrixClass | getInverseClass () const |
|
const SkMatrix & | getCTM () const |
|
virtual bool | onChooseBlitProcs (const SkImageInfo &, BlitState *) |
|
|
static MatrixClass | ComputeMatrixClass (const SkMatrix &) |
|
|
typedef SkNoncopyable | INHERITED |
|
|
SkMatrix | fCTM |
|
SkMatrix | fTotalInverse |
|
uint8_t | fPaintAlpha |
|
uint8_t | fTotalInverseClass |
|
typedef void(* SkShader::Context::ShadeProc)(const void *ctx, int x, int y, SkPMColor[], int count) |
The const void* ctx is only const because all the implementations are const.
This can be changed to non-const if a new shade proc needs to change the ctx.
virtual uint32_t SkShader::Context::getFlags |
( |
| ) |
const |
|
inlinevirtual |
Called sometimes before drawing with this shader.
Return the type of alpha your shader will return. The default implementation returns 0. Your subclass should override if it can (even sometimes) report a non-zero value, since that will enable various blitters to perform faster.
virtual void SkShader::Context::shadeSpan |
( |
int |
x, |
|
|
int |
y, |
|
|
SkPMColor |
[], |
|
|
int |
count |
|
) |
| |
|
pure virtual |
Called for each span of the object being drawn.
Your subclass should set the appropriate colors (with premultiplied alpha) that correspond to the specified device coordinates.
Implemented in SkPerlinNoiseShader::PerlinNoiseShaderContext.
virtual void SkShader::Context::shadeSpanAlpha |
( |
int |
x, |
|
|
int |
y, |
|
|
uint8_t |
alpha[], |
|
|
int |
count |
|
) |
| |
|
virtual |
Similar to shadeSpan, but only returns the alpha-channel for a span.
The default implementation calls shadeSpan() and then extracts the alpha values from the returned colors.
The documentation for this class was generated from the following file: