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Lines Matching full:shader

707     Sk3DBlitter(SkBlitter* proxy, Sk3DShader* shader, void (*killProc)(void*))
708 : fProxy(proxy), f3DShader(shader), fKillProc(killProc) {
709 shader->ref();
794 SkShader* shader = paint.getShader();
795 if (NULL == shader ||
796 (shader->getFlags() & SkShader::kOpaqueAlpha_Flag)) {
865 SkShader* shader = origPaint.getShader();
874 shader3D = SkNEW_ARGS(Sk3DShader, (shader));
877 shader = shader3D;
896 * color/shader/colorfilter, and just pretend we're SRC + color==0. This
901 shader = p->setShader(NULL);
907 if (NULL == shader) {
910 shader = SkNEW(SkColorShader);
911 paint.writable()->setShader(shader)->unref();
913 // if no shader && no xfermode, we just apply the colorfilter to
923 SkASSERT(shader);
924 shader = SkNEW_ARGS(SkFilterShader, (shader, cf));
925 paint.writable()->setShader(shader)->unref();
927 // if there is one, the shader will take care of it.
931 * We need to have balanced calls to the shader:
938 if (shader && !shader->setContext(device, *paint, matrix)) {
950 if (shader) {
968 if (shader) {