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Lines Matching refs:shader

137     // todo: we can apply colorfilter up front if no shader, so we wouldn't
240 /* If we don't have a shader (i.e. we're just a solid color) we may
1232 // we manually build a shader and draw that into our new mask
1374 // create shader with offset
1699 TriColorShaderContext(const SkTriColorShader& shader, const ContextRec&);
1785 SkTriColorShader::TriColorShaderContext::TriColorShaderContext(const SkTriColorShader& shader,
1787 : INHERITED(shader, rec)
1881 // We control the shader graph ancestors, so we know there's no local matrix being
1909 // We cannot use a plain SkLocalMatrix shader, because we need the texture matrix
1966 - solid color (no shader/texture[], no colors[])
1967 - just colors (no shader/texture[], has colors[])
1968 - just texture (has shader/texture[], no colors[])
1969 - colors * texture (has shader/texture[], has colors[])
1971 Thus for texture drawing, we need both texture[] and a shader.
1977 SkShader* shader = p.getShader();
1978 if (nullptr == shader) {
1979 // if we have no shader, we ignore the texture coordinates
1982 // if we don't have texture coordinates, ignore the shader
1984 shader = nullptr;
1987 // setup the custom shader (if needed)
1994 SkASSERT(shader);
1995 p.setShader(SkShader::MakeComposeShader(triShader, sk_ref_sp(shader), bmode));
2000 // Abort early if we failed to create a shader context.