Lines Matching refs:alpha
694 bool fboLayer, int alpha) {
700 mSnapshot->invisible = mSnapshot->invisible || (alpha <= 0 && fboLayer);
764 * Drawing layers with an alpha value requires an extra step before composition.
766 * is drawn with the rgba color (0,0,0,alpha). The alpha value offered by the
946 // the layer contains screen buffer content that shouldn't be alpha modulated
947 // (and any necessary alpha modulation was handled drawing into the layer)
948 mSnapshot->alpha = 1.0f;
964 float alpha = getLayerAlpha(layer);
973 setupDrawColor(alpha, alpha, alpha, alpha);
1158 const float alpha = getLayerAlpha(layer);
1172 setupDrawColor(alpha, alpha, alpha, alpha);
1415 // Transform, drawModifiers, and alpha always deferred, since they are used by state operations
1416 // (Note: saveLayer/restore use colorFilter and alpha, so we just save restore everything)
1419 state.mAlpha = currentSnapshot()->alpha;
1428 mSnapshot->alpha = state.mAlpha;
1658 void OpenGLRenderer::setupDrawColor(int color, int alpha) {
1659 mColorA = alpha / 255.0f;
1667 void OpenGLRenderer::setupDrawAlpha8Color(int color, int alpha) {
1668 mColorA = alpha / 255.0f;
1826 const int alpha = SkColorGetA(color);
1827 const GLfloat a = alpha / 255.0f;
2168 int alpha;
2170 getAlphaAndMode(paint, &alpha, &mode);
2172 float a = alpha / 255.0f;
2398 setupDrawColor(color, ((color >> 24) & 0xFF) * mSnapshot->alpha);
2418 // TODO: avoid enable/disable in back to back uses of the alpha attribute
2451 * a given pixel is from the edge. For non-AA paths, the expansion and alpha varying are not used.
2463 * We create tristrips for the lines much like shape stroke tessellation, using a per-vertex alpha
2464 * and additional geometry for defining an alpha slope perimeter.
2468 * in-shader alpha region, but found it to be taxing on some GPUs.
2674 FontRenderer& fontRenderer, int alpha, float x, float y) {
2695 const int shadowAlpha = ((textShadow.color >> 24) & 0xFF) * mSnapshot->alpha;
2702 setupDrawAlpha8Color(textShadow.color, shadowAlpha < 255 ? shadowAlpha : alpha);
2719 float alpha = (hasTextShadow(paint) ? 1.0f : paint->getAlpha()) * mSnapshot->alpha;
2720 return alpha == 0.0f && getXfermode(paint->getXfermode()) == SkXfermode::kSrcOver_Mode;
2747 int alpha;
2749 getAlphaAndMode(paint, &alpha, &mode);
2753 alpha, 0.0f, 0.0f);
2768 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2827 int alpha;
2829 getAlphaAndMode(paint, &alpha, &mode);
2836 alpha, oldX, oldY);
2864 TextSetupFunctor functor(this, x, y, pureTranslate, alpha, mode, paint);
2903 int alpha;
2905 getAlphaAndMode(paint, &alpha, &mode);
2906 TextSetupFunctor functor(this, 0.0f, 0.0f, false, alpha, mode, paint);
3105 int alpha;
3107 getAlphaAndMode(paint, &alpha, &mode);
3111 setupDrawAlpha8Color(paint->getColor(), alpha);
3232 // If a shader is set, preserve only the alpha
3268 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3292 // If a shader is set, preserve only the alpha
3299 setupDrawColor(color, ((color >> 24) & 0xFF) * currentSnapshot()->alpha);
3359 const float alpha = a / 255.0f;
3363 setupDrawColor(alpha, alpha, alpha, alpha);
3386 const float alpha = a / 255.0f;
3390 setupDrawColor(alpha, alpha, alpha, alpha);
3410 int alpha;
3412 getAlphaAndMode(paint, &alpha, &mode);
3417 setupDrawAlpha8Color(color, alpha);
3516 void OpenGLRenderer::getAlphaAndMode(const SkPaint* paint, int* alpha, SkXfermode::Mode* mode) const {
3517 getAlphaAndModeDirect(paint, alpha, mode);
3519 // if drawing a layer, ignore the paint's alpha
3520 *alpha = mDrawModifiers.mOverrideLayerAlpha * 255;
3522 *alpha *= currentSnapshot()->alpha;
3526 float alpha;
3528 alpha = mDrawModifiers.mOverrideLayerAlpha;
3530 alpha = layer->getAlpha() / 255.0f;
3532 return alpha * currentSnapshot()->alpha;