06ca8ec87c
Convert use of GrFragmentProcessor, GrGeometryProcessor, and GrXPFactory to sk_sp. This clarifies ownership and should reduce reference count churn by moving ownership. GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2041113004 Review-Url: https://codereview.chromium.org/2041113004
232 lines
11 KiB
C++
232 lines
11 KiB
C++
/*
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* Copyright 2014 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrFragmentProcessor_DEFINED
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#define GrFragmentProcessor_DEFINED
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#include "GrProcessor.h"
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class GrCoordTransform;
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class GrGLSLCaps;
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class GrGLSLFragmentProcessor;
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class GrInvariantOutput;
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class GrProcessorKeyBuilder;
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/** Provides custom fragment shader code. Fragment processors receive an input color (vec4f) and
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produce an output color. They may reference textures and uniforms. They may use
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GrCoordTransforms to receive a transformation of the local coordinates that map from local space
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to the fragment being processed.
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*/
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class GrFragmentProcessor : public GrProcessor {
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public:
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/**
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* In many instances (e.g. SkShader::asFragmentProcessor() implementations) it is desirable to
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* only consider the input color's alpha. However, there is a competing desire to have reusable
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* GrFragmentProcessor subclasses that can be used in other scenarios where the entire input
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* color is considered. This function exists to filter the input color and pass it to a FP. It
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* does so by returning a parent FP that multiplies the passed in FPs output by the parent's
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* input alpha. The passed in FP will not receive an input color.
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*/
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static sk_sp<GrFragmentProcessor> MulOutputByInputAlpha(sk_sp<GrFragmentProcessor>);
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/**
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* Similar to the above but it modulates the output r,g,b of the child processor by the input
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* rgb and then multiplies all the components by the input alpha. This effectively modulates
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* the child processor's premul color by a unpremul'ed input and produces a premul output
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*/
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static sk_sp<GrFragmentProcessor> MulOutputByInputUnpremulColor(sk_sp<GrFragmentProcessor>);
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/**
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* Returns a parent fragment processor that adopts the passed fragment processor as a child.
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* The parent will ignore its input color and instead feed the passed in color as input to the
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* child.
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*/
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static sk_sp<GrFragmentProcessor> OverrideInput(sk_sp<GrFragmentProcessor>, GrColor);
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/**
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* Returns a fragment processor that runs the passed in array of fragment processors in a
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* series. The original input is passed to the first, the first's output is passed to the
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* second, etc. The output of the returned processor is the output of the last processor of the
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* series.
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*
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* The array elements with be moved.
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*/
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static sk_sp<GrFragmentProcessor> RunInSeries(sk_sp<GrFragmentProcessor>*, int cnt);
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GrFragmentProcessor()
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: INHERITED()
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, fUsesLocalCoords(false)
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, fNumTexturesExclChildren(0)
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, fNumBuffersExclChildren(0)
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, fNumTransformsExclChildren(0) {}
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~GrFragmentProcessor() override;
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GrGLSLFragmentProcessor* createGLSLInstance() const;
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void getGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const {
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this->onGetGLSLProcessorKey(caps, b);
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for (int i = 0; i < fChildProcessors.count(); ++i) {
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fChildProcessors[i]->getGLSLProcessorKey(caps, b);
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}
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}
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int numTexturesExclChildren() const { return fNumTexturesExclChildren; }
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int numBuffersExclChildren() const { return fNumBuffersExclChildren; }
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int numTransformsExclChildren() const { return fNumTransformsExclChildren; }
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int numTransforms() const { return fCoordTransforms.count(); }
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/** Returns the coordinate transformation at index. index must be valid according to
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numTransforms(). */
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const GrCoordTransform& coordTransform(int index) const { return *fCoordTransforms[index]; }
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const SkTArray<const GrCoordTransform*, true>& coordTransforms() const {
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return fCoordTransforms;
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}
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void gatherCoordTransforms(SkTArray<const GrCoordTransform*, true>* outTransforms) const {
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if (!fCoordTransforms.empty()) {
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outTransforms->push_back_n(fCoordTransforms.count(), fCoordTransforms.begin());
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}
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}
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int numChildProcessors() const { return fChildProcessors.count(); }
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const GrFragmentProcessor& childProcessor(int index) const { return *fChildProcessors[index]; }
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/** Do any of the coordtransforms for this processor require local coords? */
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bool usesLocalCoords() const { return fUsesLocalCoords; }
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/** Returns true if this and other processor conservatively draw identically. It can only return
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true when the two processor are of the same subclass (i.e. they return the same object from
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from getFactory()).
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A return value of true from isEqual() should not be used to test whether the processor would
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generate the same shader code. To test for identical code generation use getGLSLProcessorKey
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*/
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bool isEqual(const GrFragmentProcessor& that, bool ignoreCoordTransforms) const;
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/**
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* This function is used to perform optimizations. When called the invarientOuput param
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* indicate whether the input components to this processor in the FS will have known values.
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* In inout the validFlags member is a bitfield of GrColorComponentFlags. The isSingleComponent
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* member indicates whether the input will be 1 or 4 bytes. The function updates the members of
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* inout to indicate known values of its output. A component of the color member only has
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* meaning if the corresponding bit in validFlags is set.
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*/
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void computeInvariantOutput(GrInvariantOutput* inout) const {
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this->onComputeInvariantOutput(inout);
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}
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protected:
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void addTextureAccess(const GrTextureAccess* textureAccess) override;
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void addBufferAccess(const GrBufferAccess*) override;
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/**
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* Fragment Processor subclasses call this from their constructor to register coordinate
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* transformations. Coord transforms provide a mechanism for a processor to receive coordinates
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* in their FS code. The matrix expresses a transformation from local space. For a given
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* fragment the matrix will be applied to the local coordinate that maps to the fragment.
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*
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* When the transformation has perspective, the transformed coordinates will have
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* 3 components. Otherwise they'll have 2.
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*
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* This must only be called from the constructor because GrProcessors are immutable. The
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* processor subclass manages the lifetime of the transformations (this function only stores a
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* pointer). The GrCoordTransform is typically a member field of the GrProcessor subclass.
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*
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* A processor subclass that has multiple methods of construction should always add its coord
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* transforms in a consistent order. The non-virtual implementation of isEqual() automatically
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* compares transforms and will assume they line up across the two processor instances.
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*/
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void addCoordTransform(const GrCoordTransform*);
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/**
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* FragmentProcessor subclasses call this from their constructor to register any child
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* FragmentProcessors they have. This must be called AFTER all texture accesses and coord
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* transforms have been added.
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* This is for processors whose shader code will be composed of nested processors whose output
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* colors will be combined somehow to produce its output color. Registering these child
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* processors will allow the ProgramBuilder to automatically handle their transformed coords and
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* texture accesses and mangle their uniform and output color names.
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*/
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int registerChildProcessor(sk_sp<GrFragmentProcessor> child);
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/**
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* Subclass implements this to support getConstantColorComponents(...).
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*
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* Note: it's up to the subclass implementation to do any recursive call to compute the child
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* procs' output invariants; computeInvariantOutput will not be recursive.
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*/
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virtual void onComputeInvariantOutput(GrInvariantOutput* inout) const = 0;
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private:
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void notifyRefCntIsZero() const final;
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/** Returns a new instance of the appropriate *GL* implementation class
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for the given GrFragmentProcessor; caller is responsible for deleting
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the object. */
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virtual GrGLSLFragmentProcessor* onCreateGLSLInstance() const = 0;
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/** Implemented using GLFragmentProcessor::GenKey as described in this class's comment. */
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virtual void onGetGLSLProcessorKey(const GrGLSLCaps& caps,
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GrProcessorKeyBuilder* b) const = 0;
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/**
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* Subclass implements this to support isEqual(). It will only be called if it is known that
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* the two processors are of the same subclass (i.e. they return the same object from
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* getFactory()). The processor subclass should not compare its coord transforms as that will
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* be performed automatically in the non-virtual isEqual().
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*/
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virtual bool onIsEqual(const GrFragmentProcessor&) const = 0;
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bool hasSameTransforms(const GrFragmentProcessor&) const;
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bool fUsesLocalCoords;
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/**
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* fCoordTransforms stores the transforms of this proc, followed by all the transforms of this
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* proc's children. In other words, each proc stores all the transforms of its subtree as if
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* they were collected using preorder traversal.
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*
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* Example:
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* Suppose we have frag proc A, who has two children B and D. B has a child C, and D has
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* two children E and F. Suppose procs A, B, C, D, E, F have 1, 2, 1, 1, 3, 2 transforms
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* respectively. The following shows what the fCoordTransforms array of each proc would contain:
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*
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* (A)
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* [a1,b1,b2,c1,d1,e1,e2,e3,f1,f2]
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* / \
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* / \
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* (B) (D)
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* [b1,b2,c1] [d1,e1,e2,e3,f1,f2]
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* / / \
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* / / \
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* (C) (E) (F)
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* [c1] [e1,e2,e3] [f1,f2]
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*
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* The same goes for fTextureAccesses with textures.
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*/
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SkSTArray<4, const GrCoordTransform*, true> fCoordTransforms;
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int fNumTexturesExclChildren;
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int fNumBuffersExclChildren;
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int fNumTransformsExclChildren;
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/**
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* This is not SkSTArray<1, sk_sp<GrFragmentProcessor>> because this class holds strong
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* references until notifyRefCntIsZero and then it holds pending executions.
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*/
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SkSTArray<1, GrFragmentProcessor*, true> fChildProcessors;
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typedef GrProcessor INHERITED;
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};
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#endif
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