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8                        const SkDraw& draw) {
9 // SkDebugf("--- <%s> %p %p\n", func, canvas, draw.fDevice);
213 void SkGLDevice::drawPaint(const SkDraw& draw, const SkPaint& paint) {
214 TRACE_DRAW("coreDrawPaint", this, draw);
226 if (draw.fMatrix->invert(&inverse)) {
243 void SkGLDevice::drawPoints(const SkDraw& draw, SkCanvas::PointMode mode,
245 TRACE_DRAW("coreDrawPoints", this, draw);
307 void SkGLDevice::drawRect(const SkDraw& draw, const SkRect& rect,
309 TRACE_DRAW("coreDrawRect", this, draw);
321 this->drawPath(draw, path, paint);
357 void SkGLDevice::drawPath(const SkDraw& draw, const SkPath& path,
359 TRACE_DRAW("coreDrawPath", this, draw);
370 void SkGLDevice::drawBitmap(const SkDraw& draw, const SkBitmap& bitmap,
372 TRACE_DRAW("coreDrawBitmap", this, draw);
398 // now draw the mesh
439 void SkGLDevice::drawSprite(const SkDraw& draw, const SkBitmap& bitmap,
441 TRACE_DRAW("coreDrawSprite", this, draw);
457 void SkGLDevice::drawDevice(const SkDraw& draw, SkDevice* dev,
459 TRACE_DRAW("coreDrawDevice", this, draw);
490 void SkGLDevice::drawVertices(const SkDraw& draw, SkCanvas::VertexMode vmode,
536 // if (!shader->setContext(this->accessBitmap(), paint, *draw
537 if (!shader->setContext(*draw.fBitmap, paint, *draw.fMatrix)) {
608 // check if we're clipped out (nothing to draw)
644 // too big to cache, need to draw as is...
738 void SkGLDevice::setupForText(SkDraw* draw, const SkPaint& paint) {
759 fDrawProcs->init(draw->fClip, this->height());
761 draw->fProcs = fDrawProcs;
768 void SkGLDevice::drawText(const SkDraw& draw, const void* text,
771 /* Currently, perspective text is draw via paths, invoked directly by
772 SkDraw. This can't work for us, since the bitmap that our draw points
776 - have a callback inside draw to handle path drawing
777 - option to have draw call the font cache, which we could patch (?)
779 if (draw.fMatrix->getType() & SkMatrix::kPerspective_Mask) {
784 SkDraw myDraw(draw);
791 void SkGLDevice::drawPosText(const SkDraw& draw, const void* text,
795 if (draw.fMatrix->getType() & SkMatrix::kPerspective_Mask) {
800 SkDraw myDraw(draw);
808 void SkGLDevice::drawTextOnPath(const SkDraw& draw, const void* text,