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Unified Diff: include/core/SkShader.h

Issue 1313573005: Revert of Change SkShader;asFragmentProcessor signature to no longer take skpaint\grcolor* (Closed) Base URL: https://skia.googlesource.com/skia.git@things
Patch Set: Created 5 years, 4 months ago
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Index: include/core/SkShader.h
diff --git a/include/core/SkShader.h b/include/core/SkShader.h
index 8aaaf520478c3b8447ce86ceda800454c31c5699..47fdc9492f9c645642d29569e10c2ff9c7abe1e2 100644
--- a/include/core/SkShader.h
+++ b/include/core/SkShader.h
@@ -334,20 +334,27 @@
/**
- * Returns a GrFragmentProcessor that implements the shader for the GPU backend. NULL is
- * returned if there is no GPU implementation.
- *
- * The GPU device does not call SkShader::createContext(), instead we pass the view matrix,
- * local matrix, and filter quality directly.
- *
- * The GrContext may be used by the to create textures that are required by the returned
- * processor.
- */
- virtual const GrFragmentProcessor* asFragmentProcessor(GrContext*,
- const SkMatrix& viewMatric,
- const SkMatrix* localMatrix,
- SkFilterQuality,
- GrProcessorDataManager*) const;
+ * Returns true if the shader subclass succeeds in creating an effect or if none is required.
+ * False is returned if it fails or if there is not an implementation of this method in the
+ * shader subclass.
+ *
+ * On success an implementation of this method must inspect the SkPaint and set paintColor to
+ * the color the effect expects as its input color. If the SkShader wishes to emit a solid
+ * color then it should set paintColor to that color and not create an effect. Note that
+ * GrColor is always premul. The common patterns are to convert paint's SkColor to GrColor or
+ * to extract paint's alpha and replicate it to all channels in paintColor. Upon failure
+ * paintColor should not be modified. It is not recommended to specialize the effect to
+ * the paint's color as then many GPU shaders may be generated.
+ *
+ * The GrContext may be used by the effect to create textures. The GPU device does not
+ * call createContext. Instead we pass the SkPaint here in case the shader needs paint info.
+ *
+ * A view matrix is always required to create the correct GrFragmentProcessor. Some shaders
+ * may also use the optional localMatrix to define a matrix relevant only for sampling.
+ */
+ virtual bool asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix& viewM,
+ const SkMatrix* localMatrix, GrColor*,
+ GrProcessorDataManager*, GrFragmentProcessor**) const;
/**
* If the shader can represent its "average" luminance in a single color, return true and
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