skia2/include/private/SkUniquePaintParamsID.h
Robert Phillips cc4d21f980 [graphite] Move ShaderCodeDictionary, SkPaintParamsKey, and UniquePaintParamsID to include/private
Since the SkShaders, etc will need access to SkPaintParamKeys and the SkShaderCodeDictionary they can't be buried in the skgpu namespace.

The currently planned signature for addToKey is:

void addToKey(SkShaderCodeDictionary*, SkBackend, SkPaintParamsKey*) const;

This CL doesn't modify the classes beyond what is needed to move them.

Bug: skia:12701
Change-Id: I18bbf6d6c3a768427112a3d19a9ccf2d46a23ad2
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/494237
Reviewed-by: Brian Osman <brianosman@google.com>
Commit-Queue: Robert Phillips <robertphillips@google.com>
2022-01-13 14:22:11 +00:00

36 lines
1.0 KiB
C++

/*
* Copyright 2022 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkUniquePaintParamsID_DEFINED
#define SkUniquePaintParamsID_DEFINED
#include "include/core/SkTypes.h"
// This class boils down to a unique uint that can be used instead of a variable length
// key derived from a PaintParams.
class SkUniquePaintParamsID {
public:
explicit SkUniquePaintParamsID(uint32_t id) : fID(id) {
SkASSERT(id != SK_InvalidUniqueID);
}
static SkUniquePaintParamsID InvalidID() { return SkUniquePaintParamsID(); }
SkUniquePaintParamsID() : fID(SK_InvalidUniqueID) {}
bool operator==(const SkUniquePaintParamsID &that) const { return fID == that.fID; }
bool operator!=(const SkUniquePaintParamsID &that) const { return !(*this == that); }
bool isValid() const { return fID != SK_InvalidUniqueID; }
uint32_t asUInt() const { return fID; }
private:
uint32_t fID;
};
#endif // SkUniquePaintParamsID_DEFINED