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Side by Side Diff: include/core/SkShader.h

Issue 1225923010: Refugee from Dead Machine 4: MDB Monster Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Last update from dead machine Created 4 years, 7 months ago
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1 /* 1 /*
2 * Copyright 2006 The Android Open Source Project 2 * Copyright 2006 The Android Open Source Project
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #ifndef SkShader_DEFINED 8 #ifndef SkShader_DEFINED
9 #define SkShader_DEFINED 9 #define SkShader_DEFINED
10 10
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314 * 314 *
315 * The GrContext may be used by the to create textures that are required by the returned 315 * The GrContext may be used by the to create textures that are required by the returned
316 * processor. 316 * processor.
317 * 317 *
318 * The returned GrFragmentProcessor should expect an unpremultiplied input color and 318 * The returned GrFragmentProcessor should expect an unpremultiplied input color and
319 * produce a premultiplied output. 319 * produce a premultiplied output.
320 */ 320 */
321 virtual const GrFragmentProcessor* asFragmentProcessor(GrContext*, 321 virtual const GrFragmentProcessor* asFragmentProcessor(GrContext*,
322 const SkMatrix& viewM atrix, 322 const SkMatrix& viewM atrix,
323 const SkMatrix* local Matrix, 323 const SkMatrix* local Matrix,
324 SkFilterQuality) cons t; 324 SkFilterQuality,
325 GrRenderTarget* dst) const;
325 326
326 /** 327 /**
327 * If the shader can represent its "average" luminance in a single color, r eturn true and 328 * If the shader can represent its "average" luminance in a single color, r eturn true and
328 * if color is not NULL, return that color. If it cannot, return false and ignore the color 329 * if color is not NULL, return that color. If it cannot, return false and ignore the color
329 * parameter. 330 * parameter.
330 * 331 *
331 * Note: if this returns true, the returned color will always be opaque, as only the RGB 332 * Note: if this returns true, the returned color will always be opaque, as only the RGB
332 * components are used to compute luminance. 333 * components are used to compute luminance.
333 */ 334 */
334 bool asLuminanceColor(SkColor*) const; 335 bool asLuminanceColor(SkColor*) const;
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439 SkMatrix fLocalMatrix; 440 SkMatrix fLocalMatrix;
440 441
441 // So the SkLocalMatrixShader can whack fLocalMatrix in its SkReadBuffer con structor. 442 // So the SkLocalMatrixShader can whack fLocalMatrix in its SkReadBuffer con structor.
442 friend class SkLocalMatrixShader; 443 friend class SkLocalMatrixShader;
443 friend class SkBitmapProcShader; // for computeTotalInverse() 444 friend class SkBitmapProcShader; // for computeTotalInverse()
444 445
445 typedef SkFlattenable INHERITED; 446 typedef SkFlattenable INHERITED;
446 }; 447 };
447 448
448 #endif 449 #endif
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