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

Issue 1388113002: Bye bye processor data manager (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: remove files Created 5 years, 2 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
11 #include "SkBitmap.h" 11 #include "SkBitmap.h"
12 #include "SkFlattenable.h" 12 #include "SkFlattenable.h"
13 #include "SkMask.h" 13 #include "SkMask.h"
14 #include "SkMatrix.h" 14 #include "SkMatrix.h"
15 #include "SkPaint.h" 15 #include "SkPaint.h"
16 #include "../gpu/GrColor.h" 16 #include "../gpu/GrColor.h"
17 17
18 class SkPath; 18 class SkPath;
19 class SkPicture; 19 class SkPicture;
20 class SkXfermode; 20 class SkXfermode;
21 class GrContext; 21 class GrContext;
22 class GrFragmentProcessor; 22 class GrFragmentProcessor;
23 class GrProcessorDataManager;
24 23
25 /** \class SkShader 24 /** \class SkShader
26 * 25 *
27 * Shaders specify the source color(s) for what is being drawn. If a paint 26 * Shaders specify the source color(s) for what is being drawn. If a paint
28 * has no shader, then the paint's color is used. If the paint has a 27 * has no shader, then the paint's color is used. If the paint has a
29 * shader, then the shader's color(s) are use instead, but they are 28 * shader, then the shader's color(s) are use instead, but they are
30 * modulated by the paint's alpha. This makes it easy to create a shader 29 * modulated by the paint's alpha. This makes it easy to create a shader
31 * once (e.g. bitmap tiling or gradient) and then change its transparency 30 * once (e.g. bitmap tiling or gradient) and then change its transparency
32 * w/o having to modify the original shader... only the paint's alpha needs 31 * w/o having to modify the original shader... only the paint's alpha needs
33 * to be modified. 32 * to be modified.
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315 * 314 *
316 * 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
317 * processor. 316 * processor.
318 * 317 *
319 * The returned GrFragmentProcessor should expect an unpremultiplied input color and 318 * The returned GrFragmentProcessor should expect an unpremultiplied input color and
320 * produce a premultiplied output. 319 * produce a premultiplied output.
321 */ 320 */
322 virtual const GrFragmentProcessor* asFragmentProcessor(GrContext*, 321 virtual const GrFragmentProcessor* asFragmentProcessor(GrContext*,
323 const SkMatrix& viewM atrix, 322 const SkMatrix& viewM atrix,
324 const SkMatrix* local Matrix, 323 const SkMatrix* local Matrix,
325 SkFilterQuality, 324 SkFilterQuality) cons t;
326 GrProcessorDataManage r*) const;
327 325
328 /** 326 /**
329 * If the shader can represent its "average" luminance in a single color, r eturn true and 327 * If the shader can represent its "average" luminance in a single color, r eturn true and
330 * if color is not NULL, return that color. If it cannot, return false and ignore the color 328 * if color is not NULL, return that color. If it cannot, return false and ignore the color
331 * parameter. 329 * parameter.
332 * 330 *
333 * Note: if this returns true, the returned color will always be opaque, as only the RGB 331 * Note: if this returns true, the returned color will always be opaque, as only the RGB
334 * components are used to compute luminance. 332 * components are used to compute luminance.
335 */ 333 */
336 bool asLuminanceColor(SkColor*) const; 334 bool asLuminanceColor(SkColor*) const;
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441 SkMatrix fLocalMatrix; 439 SkMatrix fLocalMatrix;
442 440
443 // So the SkLocalMatrixShader can whack fLocalMatrix in its SkReadBuffer con structor. 441 // So the SkLocalMatrixShader can whack fLocalMatrix in its SkReadBuffer con structor.
444 friend class SkLocalMatrixShader; 442 friend class SkLocalMatrixShader;
445 friend class SkBitmapProcShader; // for computeTotalInverse() 443 friend class SkBitmapProcShader; // for computeTotalInverse()
446 444
447 typedef SkFlattenable INHERITED; 445 typedef SkFlattenable INHERITED;
448 }; 446 };
449 447
450 #endif 448 #endif
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