Lines Matching defs:shader
323 // Child effects that can be sampled ('shader', 'colorFilter', 'blender')
579 // detect the coords being passed to shader children, and replicate those calls, but that's very
793 auto childFP = as_SB(child.shader())->asFragmentProcessor(childArgs);
873 if (SkShader* shader = fChildren[ix].shader()) {
875 return as_SB(shader)->program(p, coord, coord, c, mats, /*localM=*/nullptr,
921 SkASSERT(!child.shader());
1008 // If the shader was created with isOpaque = true, we *force* that result here.
1037 if (SkShader* shader = fChildren[ix].shader()) {
1039 return as_SB(shader)->program(p, device, coord, paint, mats, /*localM=*/nullptr,
1147 if (SkShader* shader = fChildren[ix].shader()) {
1149 return as_SB(shader)->program(p, coord, coord, src, mats, /*localM=*/nullptr,
1292 if (SkShader* shader = children[i].shader()) {
1293 childFPs.push_back(as_SB(shader)->asFragmentProcessor(args));
1324 // will produce a unpremul value. The shader generated from it is assumed to produce
1335 auto shader = this->makeShader(std::move(uniforms), children, localMatrix, false);
1336 if (!shader) {
1340 paint.setShader(std::move(shader));
1414 SkShader* SkRuntimeEffect::ChildPtr::shader() const {