Lines Matching full:shader
107 SkShader* shader = fPaint->getShader();
112 if ((void*)shader == (void*)fStorage) {
113 shader->~SkShader();
115 SkDELETE(shader);
174 // todo: we can apply colorfilter up front if no shader, so we wouldn't
290 /* If we don't have a shader (i.e. we're just a solid color) we may
994 // we manually build a shader and draw that into our new mask
1168 // tell the shader our offset
2134 - solid color (no shader/texture[], no colors[])
2135 - just colors (no shader/texture[], has colors[])
2136 - just texture (has shader/texture[], no colors[])
2137 - colors * texture (has shader/texture[], has colors[])
2139 Thus for texture drawing, we need both texture[] and a shader.
2145 SkShader* shader = p.getShader();
2146 if (NULL == shader) {
2147 // if we have no shader, we ignore the texture coordinates
2150 // if we don't have texture coordinates, ignore the shader
2152 shader = NULL;
2155 // setup the custom shader (if needed)
2162 SkASSERT(shader);
2169 (&triShader, shader, xmode));
2184 bool hasLocalM = shader && shader->getLocalMatrix(&localM);
2198 shader->setLocalMatrix(tempM);
2200 if (!shader->setContext(*fBitmap, p, *fMatrix)) {
2214 // now restore the shader's original local matrix
2215 if (NULL != shader) {
2217 shader->setLocalMatrix(localM);
2219 shader->resetLocalMatrix();