Lines Matching full:bitmap
72 SkGLDevice::SkGLDevice(const SkBitmap& bitmap, bool offscreen)
73 : SkDevice(bitmap), fClipIter(bitmap.height()) {
168 SkBitmap bitmap;
171 if (!shader->asABitmap(&bitmap, &matrix, tileModes)) {
176 bitmap.lockPixels();
177 if (!bitmap.readyToDraw()) {
181 // see if we've already cached the bitmap from the shader
184 TexCache* cache = SkGLDevice::LockTexCache(bitmap, &name, &max);
198 matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height());
370 void SkGLDevice::drawBitmap(const SkDraw& draw, const SkBitmap& bitmap,
374 SkAutoLockPixels alp(bitmap);
375 if (!bitmap.readyToDraw()) {
383 SkAutoLockTexCache(bitmap, &name, &max);
395 pts->setIRectFan(0, 0, bitmap.width(), bitmap.height());
439 void SkGLDevice::drawSprite(const SkDraw& draw, const SkBitmap& bitmap,
443 SkAutoLockPixels alp(bitmap);
444 if (!bitmap.readyToDraw()) {
452 SkAutoLockTexCache(bitmap, &name, &max);
454 gl_drawSprite(left, top, bitmap.width(), bitmap.height(), max, paint, iter);
541 SkBitmap bitmap;
544 if (shader->asABitmap(&bitmap, &matrix, tileModes)) {
547 cache = SkGLDevice::LockTexCache(bitmap, &name, &max);
552 matrix.postScale(max.fX / bitmap.width(), max.fY / bitmap.height());
772 SkDraw. This can't work for us, since the bitmap that our draw points