Home | History | Annotate | Download | only in pdf

Lines Matching full:matrix

26 static bool transformBBox(const SkMatrix& matrix, SkRect* bbox) {
28 if (!matrix.invert(&inverse)) {
35 static void unitToPointsMatrix(const SkPoint pts[2], SkMatrix* matrix) {
41 matrix->setSinCos(vec.fY, vec.fX);
42 matrix->preScale(mag, mag);
43 matrix->postTranslate(pts[0].fX, pts[0].fY);
213 * inversePerspectiveMatrix is the inverse perspective matrix.
222 // Perspective matrix should be:
644 const SkMatrix& matrix,
648 SkNEW_ARGS(State, (shader, matrix, surfaceBBox)));
704 const SkMatrix& matrix) {
717 if (!matrix.isIdentity()) {
718 pattern->insert("Matrix", SkPDFUtils::MatrixToArray(matrix))->unref();
788 // but it returns the inverse of perspective matrix.
809 // Perspective matrix would be:
877 // info->fPoints to the matrix (updating bbox appropriately). Now
886 // Preserves as much as posible in the final matrix, and only removes
888 // perspectiveInverseOnly matrix and has 3 useful numbers
915 // to transform the points and radii according to the calculated matrix.
942 insert("Matrix", SkPDFUtils::MatrixToArray(finalMatrix))->unref();
1219 SkMatrix matrix;
1220 bitmapType = shader.asABitmap(&fImage, &matrix, fImageTileModes);
1225 SkASSERT(matrix.isIdentity());