void SkShader::flatten(SkFlattenableWriteBuffer& buffer) const { this->INHERITED::flatten(buffer); bool hasLocalM = this->hasLocalMatrix(); buffer.writeBool(hasLocalM); if (hasLocalM) { buffer.writeMatrix(fLocalMatrix); } }
void SkGradientShaderBase::flatten(SkFlattenableWriteBuffer& buffer) const { this->INHERITED::flatten(buffer); buffer.writeFlattenable(fMapper); buffer.writeColorArray(fOrigColors, fColorCount); buffer.writeUInt(fTileMode); if (fColorCount > 2) { Rec* recs = fRecs; for (int i = 1; i < fColorCount; i++) { buffer.writeInt(recs[i].fPos); buffer.writeUInt(recs[i].fScale); } } buffer.writeMatrix(fPtsToUnit); }
void Sk2DPathEffect::flatten(SkFlattenableWriteBuffer& buffer) const { this->INHERITED::flatten(buffer); buffer.writeMatrix(fMatrix); }