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Lines Matching refs:SkBitmapProcShader

8 #include "SkBitmapProcShader.h"
23 size_t SkBitmapProcShader::ContextSize() {
29 SkBitmapProcShader::SkBitmapProcShader(const SkBitmap& src, TileMode tmx, TileMode tmy,
37 bool SkBitmapProcShader::onIsABitmap(SkBitmap* texture, SkMatrix* texM, TileMode xy[]) const {
51 SkFlattenable* SkBitmapProcShader::CreateProc(SkReadBuffer& buffer) {
64 void SkBitmapProcShader::flatten(SkWriteBuffer& buffer) const {
71 bool SkBitmapProcShader::isOpaque() const {
75 SkShader::Context* SkBitmapProcShader::MakeContext(const SkShader& shader,
97 SkShader::Context* SkBitmapProcShader::onCreateContext(const ContextRec& rec, void* storage) const {
107 SkBitmapProcShader::BitmapProcShaderContext::BitmapProcShaderContext(const SkShader& shader,
123 SkBitmapProcShader::BitmapProcShaderContext::~BitmapProcShaderContext() {
140 void SkBitmapProcShader::BitmapProcShaderContext::shadeSpan(int x, int y, SkPMColor dstC[],
183 SkShader::Context::ShadeProc SkBitmapProcShader::BitmapProcShaderContext::asAShadeProc(void** ctx) {
231 // SkBitmapProcShader stores bitmap coordinates in a 16bit buffer, as it
259 shader = new SkBitmapProcShader(src, tmx, tmy, localMatrix);
261 shader = allocator->createT<SkBitmapProcShader>(src, tmx, tmy, localMatrix);
270 void SkBitmapProcShader::toString(SkString* str) const {
298 const GrFragmentProcessor* SkBitmapProcShader::asFragmentProcessor(GrContext* context,