|
|
|
@ -162,9 +162,9 @@ namespace Avalonia.Skia |
|
|
|
var end = linearGradient.EndPoint.ToPixels(targetSize).ToSKPoint(); |
|
|
|
|
|
|
|
// would be nice to cache these shaders possibly?
|
|
|
|
var shader = SKShader.CreateLinearGradient(start, end, stopColors, stopOffsets, tileMode); |
|
|
|
paint.Shader = shader; |
|
|
|
shader.Dispose(); |
|
|
|
using (var shader = SKShader.CreateLinearGradient(start, end, stopColors, stopOffsets, tileMode)) |
|
|
|
paint.Shader = shader; |
|
|
|
|
|
|
|
} |
|
|
|
else |
|
|
|
{ |
|
|
|
@ -178,9 +178,9 @@ namespace Avalonia.Skia |
|
|
|
//paint.setAlpha(128);
|
|
|
|
|
|
|
|
// would be nice to cache these shaders possibly?
|
|
|
|
var shader = SKShader.CreateRadialGradient(center, radius, stopColors, stopOffsets, tileMode); |
|
|
|
paint.Shader = shader; |
|
|
|
shader.Dispose(); |
|
|
|
using (var shader = SKShader.CreateRadialGradient(center, radius, stopColors, stopOffsets, tileMode)) |
|
|
|
paint.Shader = shader; |
|
|
|
|
|
|
|
} |
|
|
|
} |
|
|
|
|
|
|
|
@ -209,8 +209,8 @@ namespace Avalonia.Skia |
|
|
|
: tileBrush.TileMode == TileMode.FlipY || tileBrush.TileMode == TileMode.FlipXY |
|
|
|
? SKShaderTileMode.Mirror |
|
|
|
: SKShaderTileMode.Repeat; |
|
|
|
paint.Shader = SKShader.CreateBitmap(bitmap.Bitmap, tileX, tileY, translation); |
|
|
|
paint.Shader.Dispose(); |
|
|
|
using (var shader = SKShader.CreateBitmap(bitmap.Bitmap, tileX, tileY, translation)) |
|
|
|
paint.Shader = shader; |
|
|
|
} |
|
|
|
|
|
|
|
return rv; |
|
|
|
|