private SKShader ToShader(bool isOpaque, SKData uniforms, SKShader[] children, SKMatrix *localMatrix) { var uniformsHandle = uniforms?.Handle ?? IntPtr.Zero; using var childrenHandles = Utils.RentHandlesArray(children, true); fixed(IntPtr *ch = childrenHandles) { return(SKShader.GetObject(SkiaApi.sk_runtimeeffect_make_shader(Handle, uniformsHandle, ch, (IntPtr)childrenHandles.Length, localMatrix, isOpaque))); } }
public SKShader ToShader(SKShaderTileMode tmx, SKShaderTileMode tmy, SKMatrix localMatrix) => SKShader.GetObject(SkiaApi.sk_bitmap_make_shader(Handle, tmx, tmy, &localMatrix));
public SKShader ToShader(SKShaderTileMode tmx, SKShaderTileMode tmy) => SKShader.GetObject(SkiaApi.sk_bitmap_make_shader(Handle, tmx, tmy, null));
public SKShader ToShader(SKShaderTileMode tileX, SKShaderTileMode tileY, SKMatrix localMatrix) => SKShader.GetObject(SkiaApi.sk_image_make_shader(Handle, tileX, tileY, &localMatrix));
public SKShader ToShader(SKShaderTileMode tileX, SKShaderTileMode tileY) => SKShader.GetObject(SkiaApi.sk_image_make_shader(Handle, tileX, tileY, null));
public SKShader ToShader(SKShaderTileMode tmx, SKShaderTileMode tmy, SKMatrix localMatrix, SKRect tile) => SKShader.GetObject(SkiaApi.sk_picture_make_shader(Handle, tmx, tmy, &localMatrix, &tile));