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

Issue 2037413002: Add SkSourceGammaTreatment enum so we know how to create mips (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Fix DM compilation Created 4 years, 6 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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320 * 320 *
321 * The GrContext may be used by the to create textures that are required by the returned 321 * The GrContext may be used by the to create textures that are required by the returned
322 * processor. 322 * processor.
323 * 323 *
324 * The returned GrFragmentProcessor should expect an unpremultiplied input color and 324 * The returned GrFragmentProcessor should expect an unpremultiplied input color and
325 * produce a premultiplied output. 325 * produce a premultiplied output.
326 */ 326 */
327 virtual const GrFragmentProcessor* asFragmentProcessor(GrContext*, 327 virtual const GrFragmentProcessor* asFragmentProcessor(GrContext*,
328 const SkMatrix& viewM atrix, 328 const SkMatrix& viewM atrix,
329 const SkMatrix* local Matrix, 329 const SkMatrix* local Matrix,
330 SkFilterQuality) cons t; 330 SkFilterQuality,
331 SkSourceGammaTreatmen t) const;
331 332
332 /** 333 /**
333 * If the shader can represent its "average" luminance in a single color, r eturn true and 334 * If the shader can represent its "average" luminance in a single color, r eturn true and
334 * if color is not NULL, return that color. If it cannot, return false and ignore the color 335 * if color is not NULL, return that color. If it cannot, return false and ignore the color
335 * parameter. 336 * parameter.
336 * 337 *
337 * Note: if this returns true, the returned color will always be opaque, as only the RGB 338 * Note: if this returns true, the returned color will always be opaque, as only the RGB
338 * components are used to compute luminance. 339 * components are used to compute luminance.
339 */ 340 */
340 bool asLuminanceColor(SkColor*) const; 341 bool asLuminanceColor(SkColor*) const;
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498 SkMatrix fLocalMatrix; 499 SkMatrix fLocalMatrix;
499 500
500 // So the SkLocalMatrixShader can whack fLocalMatrix in its SkReadBuffer con structor. 501 // So the SkLocalMatrixShader can whack fLocalMatrix in its SkReadBuffer con structor.
501 friend class SkLocalMatrixShader; 502 friend class SkLocalMatrixShader;
502 friend class SkBitmapProcShader; // for computeTotalInverse() 503 friend class SkBitmapProcShader; // for computeTotalInverse()
503 504
504 typedef SkFlattenable INHERITED; 505 typedef SkFlattenable INHERITED;
505 }; 506 };
506 507
507 #endif 508 #endif
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