#include "src/shaders/SkCoordClampShader.h"
#include "include/core/SkFlattenable.h"
#include "include/private/base/SkTo.h"
#include "src/base/SkArenaAlloc.h"
#include "src/core/SkEffectPriv.h"
#include "src/core/SkRasterPipeline.h"
#include "src/core/SkRasterPipelineOpContexts.h"
#include "src/core/SkRasterPipelineOpList.h"
#include "src/core/SkReadBuffer.h"
#include "src/core/SkWriteBuffer.h"
#include "src/shaders/SkShaderBase.h"
#include <optional>
sk_sp<SkFlattenable> SkCoordClampShader::CreateProc(SkReadBuffer& buffer) { … }
void SkCoordClampShader::flatten(SkWriteBuffer& buffer) const { … }
bool SkCoordClampShader::appendStages(const SkStageRec& rec,
const SkShaders::MatrixRec& mRec) const { … }
void SkRegisterCoordClampShaderFlattenable() { … }
sk_sp<SkShader> SkShaders::CoordClamp(sk_sp<SkShader> shader, const SkRect& subset) { … }