#include <SkShaderBase.h>
Definition at line 297 of file SkShaderBase.h.
◆ Context()
Definition at line 108 of file SkShaderBase.cpp.
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111 SkASSERT(!rec.fMatrixRec.totalMatrix().hasPerspective());
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117 fPaintAlpha = rec.fPaintAlpha;
118}
SkAssertResult(font.textToGlyphs("Hello", 5, SkTextEncoding::kUTF8, glyphs, std::size(glyphs))==count)
const SkShaderBase & fShader
◆ ~Context()
SkShaderBase::Context::~Context |
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◆ getFlags()
virtual uint32_t SkShaderBase::Context::getFlags |
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Called sometimes before drawing with this shader. Return the type of alpha your shader will return. The default implementation returns 0. Your subclass should override if it can (even sometimes) report a non-zero value, since that will enable various blitters to perform faster.
Reimplemented in BitmapProcShaderContext.
Definition at line 310 of file SkShaderBase.h.
◆ getPaintAlpha()
uint8_t SkShaderBase::Context::getPaintAlpha |
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◆ getTotalInverse()
const SkMatrix & SkShaderBase::Context::getTotalInverse |
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const |
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inlineprotected |
◆ shadeSpan()
Called for each span of the object being drawn. Your subclass should set the appropriate colors (with premultiplied alpha) that correspond to the specified device coordinates.
Implemented in BitmapProcShaderContext.
◆ fShader
The documentation for this class was generated from the following files: