Sanitizing source files in Housekeeper-Nightly
git-svn-id: http://skia.googlecode.com/svn/trunk@14584 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -18,23 +18,23 @@
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static SkShader* make_shader(SkXfermode::Mode mode) {
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static SkShader* make_shader(SkXfermode::Mode mode) {
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SkPoint pts[2];
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SkPoint pts[2];
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SkColor colors[2];
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SkColor colors[2];
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pts[0].set(0, 0);
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pts[0].set(0, 0);
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pts[1].set(SkIntToScalar(100), 0);
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pts[1].set(SkIntToScalar(100), 0);
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colors[0] = SK_ColorRED;
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colors[0] = SK_ColorRED;
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colors[1] = SK_ColorBLUE;
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colors[1] = SK_ColorBLUE;
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SkAutoTUnref<SkShader> shaderA(SkGradientShader::CreateLinear(pts, colors, NULL, 2,
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SkAutoTUnref<SkShader> shaderA(SkGradientShader::CreateLinear(pts, colors, NULL, 2,
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SkShader::kClamp_TileMode));
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SkShader::kClamp_TileMode));
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pts[0].set(0, 0);
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pts[0].set(0, 0);
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pts[1].set(0, SkIntToScalar(100));
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pts[1].set(0, SkIntToScalar(100));
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colors[0] = SK_ColorBLACK;
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colors[0] = SK_ColorBLACK;
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colors[1] = SkColorSetARGB(0x80, 0, 0, 0);
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colors[1] = SkColorSetARGB(0x80, 0, 0, 0);
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SkAutoTUnref<SkShader> shaderB(SkGradientShader::CreateLinear(pts, colors, NULL, 2,
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SkAutoTUnref<SkShader> shaderB(SkGradientShader::CreateLinear(pts, colors, NULL, 2,
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SkShader::kClamp_TileMode));
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SkShader::kClamp_TileMode));
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SkAutoTUnref<SkXfermode> xfer(SkXfermode::Create(mode));
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SkAutoTUnref<SkXfermode> xfer(SkXfermode::Create(mode));
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return SkNEW_ARGS(SkComposeShader, (shaderA, shaderB, xfer));
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return SkNEW_ARGS(SkComposeShader, (shaderA, shaderB, xfer));
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}
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}
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@ -86,7 +86,7 @@ protected:
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virtual SkString onShortName() SK_OVERRIDE {
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virtual SkString onShortName() SK_OVERRIDE {
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return SkString("composeshader_alpha");
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return SkString("composeshader_alpha");
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}
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}
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virtual SkISize onISize() SK_OVERRIDE {
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virtual SkISize onISize() SK_OVERRIDE {
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return SkISize::Make(220, 750);
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return SkISize::Make(220, 750);
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}
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}
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@ -103,9 +103,9 @@ protected:
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SkPaint paint;
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SkPaint paint;
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paint.setColor(SK_ColorGREEN);
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paint.setColor(SK_ColorGREEN);
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const SkRect r = SkRect::MakeXYWH(5, 5, 100, 100);
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const SkRect r = SkRect::MakeXYWH(5, 5, 100, 100);
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for (size_t y = 0; y < SK_ARRAY_COUNT(shaders); ++y) {
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for (size_t y = 0; y < SK_ARRAY_COUNT(shaders); ++y) {
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SkShader* shader = shaders[y];
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SkShader* shader = shaders[y];
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canvas->save();
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canvas->save();
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@ -113,11 +113,11 @@ protected:
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paint.setAlpha(0xFF);
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paint.setAlpha(0xFF);
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paint.setShader(NULL);
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paint.setShader(NULL);
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canvas->drawRect(r, paint);
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canvas->drawRect(r, paint);
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paint.setAlpha(alpha);
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paint.setAlpha(alpha);
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paint.setShader(shader);
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paint.setShader(shader);
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canvas->drawRect(r, paint);
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canvas->drawRect(r, paint);
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canvas->translate(r.width() + 5, 0);
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canvas->translate(r.width() + 5, 0);
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}
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}
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canvas->restore();
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canvas->restore();
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@ -130,4 +130,3 @@ protected:
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DEF_GM( return new ComposeShaderGM; )
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DEF_GM( return new ComposeShaderGM; )
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DEF_GM( return new ComposeShaderAlphaGM; )
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DEF_GM( return new ComposeShaderAlphaGM; )
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@ -101,13 +101,13 @@ SkShader::Context* SkBitmapProcShader::onCreateContext(const ContextRec& rec, vo
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if (!fRawBitmap.getTexture() && !valid_for_drawing(fRawBitmap)) {
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if (!fRawBitmap.getTexture() && !valid_for_drawing(fRawBitmap)) {
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return NULL;
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return NULL;
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}
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}
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SkMatrix totalInverse;
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SkMatrix totalInverse;
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// Do this first, so we know the matrix can be inverted.
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// Do this first, so we know the matrix can be inverted.
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if (!this->computeTotalInverse(rec, &totalInverse)) {
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if (!this->computeTotalInverse(rec, &totalInverse)) {
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return NULL;
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return NULL;
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}
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}
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void* stateStorage = (char*)storage + sizeof(BitmapProcShaderContext);
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void* stateStorage = (char*)storage + sizeof(BitmapProcShaderContext);
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SkBitmapProcState* state = SkNEW_PLACEMENT(stateStorage, SkBitmapProcState);
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SkBitmapProcState* state = SkNEW_PLACEMENT(stateStorage, SkBitmapProcState);
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@ -93,7 +93,7 @@ SkShader::Context* SkComposeShader::onCreateContext(const ContextRec& rec, void*
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// sub-shaders.
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// sub-shaders.
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SkPaint opaquePaint(*rec.fPaint);
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SkPaint opaquePaint(*rec.fPaint);
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opaquePaint.setAlpha(0xFF);
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opaquePaint.setAlpha(0xFF);
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ContextRec newRec(rec);
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ContextRec newRec(rec);
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newRec.fMatrix = &tmpM;
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newRec.fMatrix = &tmpM;
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newRec.fPaint = &opaquePaint;
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newRec.fPaint = &opaquePaint;
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@ -43,7 +43,7 @@ protected:
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SkFilterShader(SkReadBuffer& );
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SkFilterShader(SkReadBuffer& );
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virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE;
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virtual void flatten(SkWriteBuffer&) const SK_OVERRIDE;
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virtual Context* onCreateContext(const ContextRec&, void* storage) const SK_OVERRIDE;
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virtual Context* onCreateContext(const ContextRec&, void* storage) const SK_OVERRIDE;
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private:
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private:
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SkShader* fShader;
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SkShader* fShader;
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@ -57,23 +57,23 @@ private:
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SkShader* bitmapShader);
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SkShader* bitmapShader);
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virtual ~PictureShaderContext();
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virtual ~PictureShaderContext();
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virtual uint32_t getFlags() const SK_OVERRIDE;
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virtual uint32_t getFlags() const SK_OVERRIDE;
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virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE;
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virtual ShadeProc asAShadeProc(void** ctx) SK_OVERRIDE;
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virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE;
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virtual void shadeSpan(int x, int y, SkPMColor dstC[], int count) SK_OVERRIDE;
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virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE;
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virtual void shadeSpan16(int x, int y, uint16_t dstC[], int count) SK_OVERRIDE;
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private:
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private:
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PictureShaderContext(const SkPictureShader&, const ContextRec&, SkShader* bitmapShader);
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PictureShaderContext(const SkPictureShader&, const ContextRec&, SkShader* bitmapShader);
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SkAutoTUnref<SkShader> fBitmapShader;
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SkAutoTUnref<SkShader> fBitmapShader;
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SkShader::Context* fBitmapShaderContext;
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SkShader::Context* fBitmapShaderContext;
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void* fBitmapShaderContextStorage;
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void* fBitmapShaderContextStorage;
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typedef SkShader::Context INHERITED;
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typedef SkShader::Context INHERITED;
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};
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};
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typedef SkShader INHERITED;
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typedef SkShader INHERITED;
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};
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};
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