121c2afb99
1. pass shader+op down to device 2. bitmapdevice pass it down to rasterclip 3. rasterclip only ever stores at most one shader - if there is a ctm, fold that into (another) shader - if the op is difference, invert the sense of alpha - if there was a previous shader, compose with it 4. pass through to rasterpipelineblitter 5. it prepends the colorPipeline with the clipShader, and stashes its results in a buffer (fClipShaderBuffer) 6. in each blit, scale/lerp from the buffer before storing the result Change-Id: I07c7a8a20b9ae95cdcc9954237d115e63819f7c1 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/275798 Commit-Queue: Mike Reed <reed@google.com> Reviewed-by: Mike Klein <mtklein@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org> |
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android | ||
atlastext | ||
c | ||
codec | ||
config | ||
core | ||
docs | ||
effects | ||
encode | ||
gpu | ||
pathops | ||
ports | ||
private | ||
svg | ||
third_party | ||
utils |