Name Description Size
gradients
SkBitmapProcShader.cpp 2822
SkBitmapProcShader.h 764
SkBlendShader.cpp uniforms= 4986
SkBlendShader.h 1255
SkColorFilterShader.cpp 2103
SkColorFilterShader.h 1226
SkColorShader.cpp 3752
SkColorShader.h \class SkColorShader A Shader that represents a single color. In general, this effect can be accomplished by just using the color field on the paint, but if an actual shader object is needed, this provides that feature. 2417
SkCoordClampShader.cpp 2342
SkCoordClampShader.h 1208
SkEmptyShader.cpp 578
SkEmptyShader.h \class SkEmptyShader A Shader that always draws nothing. Its createContext always returns nullptr. 1100
SkGainmapShader.cpp 8899
SkImageShader.cpp We are faster in clamp, so always use that tiling when we can. 33229
SkImageShader.h 3485
SkLocalMatrixShader.cpp 2868
SkLocalMatrixShader.h Replaces the CTM when used. Created to support clipShaders, which have to be evaluated using the CTM that was present at the time they were specified (which may be different from the CTM at the time something is drawn through the clip. 4270
SkPerlinNoiseShaderImpl.cpp 7022
SkPerlinNoiseShaderImpl.h 11152
SkPerlinNoiseShaderType.h About the noise types : the difference between the first two is just minor tweaks to the algorithm; they're not two entirely different noises. The output looks different, but once the noise is generated in the [1, -1] range, the output is brought back in the [0, 1] range by doing: kFractalNoise : noise * 0.5 + 0.5 kTurbulence : abs(noise) Very little differs between the two types, although you can tell the difference visually. 784
SkPictureShader.cpp 12888
SkPictureShader.h An SkPictureShader can be used to draw SkPicture-based patterns. The SkPicture is first rendered into a tile, which is then used to shade the area according to specified tiling rules. 3145
SkRuntimeShader.cpp alwaysCopyIntoAlloc= 6697
SkRuntimeShader.h 2288
SkShader.cpp 1939
SkShaderBase.cpp pendingLocalMatrix= 4950
SkShaderBase.h This is used to accumulate matrices, starting with the CTM, when building up SkRasterPipeline or GrFragmentProcessor by walking the SkShader tree. It avoids adding a matrix multiply for each individual matrix. It also handles the reverse matrix concatenation order required by Android Framework, see b/256873449. This also tracks the dubious concept of a "total matrix", in the legacy Context/shadeSpan system. That includes all the matrices encountered during traversal to the current shader, including ones that have already been applied. The total matrix represents the transformation from the current shader's coordinate space to device space. It is dubious because it doesn't account for SkShaders that manipulate the coordinates passed to their children, which may not even be representable by a matrix. The total matrix is used for mipmap level selection and a filter downgrade optimizations in SkImageShader and sizing of the SkImage created by SkPictureShader. If we can remove usages of the "total matrix" and if Android Framework could be updated to not use backwards local matrix concatenation this could just be replaced by a simple SkMatrix or SkM44 passed down during traversal. 16810
SkTransformShader.cpp 2156
SkTransformShader.h 2058
SkTriColorShader.cpp 1841
SkTriColorShader.h 2744
SkWorkingColorSpaceShader.cpp 2800
SkWorkingColorSpaceShader.h 1384