4054061b0b
Since we can't use mask filters on layer paints any longer, refactor the existing wipe effects to use explicit shader masking: - remove SkSG::MaskFilterEffect - it no longer works - replace with SkSG::MaskShaderEffect - for atomic draws, apply the shader to the draw paint as SkShader::Blend(kSrcIn, mask_shader) - for isolated content, apply the mask as an extra pass drawPaint(kDstIn, mask_shader) before restoring the layer - refactor VenetianBlindsEffect, LinearWipeEffect and RadialWipeEffect to use mask shaders - additionally, refactor the RadialWipeEffect gradient to avoid using a local shader matrix (does not compose correctly within the new framework) Everyone clear... do not touch the patient... BZZZT! TBR= Change-Id: I3a88da97a17b3b68812480cad5298b8778b6847c Reviewed-on: https://skia-review.googlesource.com/c/skia/+/275694 Reviewed-by: Florin Malita <fmalita@chromium.org> Reviewed-by: Michael Ludwig <michaelludwig@google.com> Commit-Queue: Florin Malita <fmalita@chromium.org> |
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SkSGClipEffect.h | ||
SkSGColorFilter.h | ||
SkSGDashEffect.h | ||
SkSGDraw.h | ||
SkSGEffectNode.h | ||
SkSGGeometryNode.h | ||
SkSGGeometryTransform.h | ||
SkSGGradient.h | ||
SkSGGroup.h | ||
SkSGImage.h | ||
SkSGInvalidationController.h | ||
SkSGMaskEffect.h | ||
SkSGMerge.h | ||
SkSGNode.h | ||
SkSGOpacityEffect.h | ||
SkSGPaint.h | ||
SkSGPath.h | ||
SkSGPlane.h | ||
SkSGRect.h | ||
SkSGRenderEffect.h | ||
SkSGRenderNode.h | ||
SkSGRoundEffect.h | ||
SkSGScene.h | ||
SkSGText.h | ||
SkSGTransform.h | ||
SkSGTrimEffect.h |