d4da5d1fd6
Android has been updated to use fChild, so fIndex is dead. Change-Id: Iec728aa91a4ad47f84e2188ade75f639f0c6087c Reviewed-on: https://skia-review.googlesource.com/c/skia/+/447186 Commit-Queue: Brian Osman <brianosman@google.com> Commit-Queue: John Stiles <johnstiles@google.com> Auto-Submit: Brian Osman <brianosman@google.com> Reviewed-by: John Stiles <johnstiles@google.com>
482 lines
18 KiB
C++
482 lines
18 KiB
C++
/*
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* Copyright 2019 Google LLC
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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 SkRuntimeEffect_DEFINED
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#define SkRuntimeEffect_DEFINED
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#include "include/core/SkBlender.h"
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#include "include/core/SkColorFilter.h"
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#include "include/core/SkData.h"
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#include "include/core/SkImageInfo.h"
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#include "include/core/SkMatrix.h"
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#include "include/core/SkShader.h"
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#include "include/core/SkSpan.h"
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#include "include/core/SkString.h"
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#include "include/private/SkOnce.h"
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#include "include/private/SkSLSampleUsage.h"
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#include "include/private/SkTOptional.h"
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#include <string>
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#include <vector>
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#ifdef SK_ENABLE_SKSL
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class GrRecordingContext;
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class SkFilterColorProgram;
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class SkImage;
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namespace SkSL {
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class FunctionDefinition;
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struct Program;
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enum class ProgramKind : int8_t;
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} // namespace SkSL
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namespace skvm {
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class Program;
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} // namespace skvm
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/*
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* SkRuntimeEffect supports creating custom SkShader and SkColorFilter objects using Skia's SkSL
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* shading language.
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*
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* NOTE: This API is experimental and subject to change.
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*/
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class SK_API SkRuntimeEffect : public SkRefCnt {
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public:
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// Reflected description of a uniform variable in the effect's SkSL
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struct Uniform {
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enum class Type {
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kFloat,
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kFloat2,
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kFloat3,
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kFloat4,
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kFloat2x2,
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kFloat3x3,
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kFloat4x4,
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kInt,
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kInt2,
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kInt3,
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kInt4,
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};
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enum Flags {
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kArray_Flag = 0x1,
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kSRGBUnpremul_Flag = 0x2,
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};
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SkString name;
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size_t offset;
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Type type;
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int count;
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uint32_t flags;
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bool isArray() const { return SkToBool(this->flags & kArray_Flag); }
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size_t sizeInBytes() const;
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};
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// Reflected description of a uniform child (shader or colorFilter) in the effect's SkSL
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enum class ChildType {
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kShader,
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kColorFilter,
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kBlender,
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};
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struct Child {
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SkString name;
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ChildType type;
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int index;
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};
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class Options {
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public:
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// For testing purposes, completely disable the inliner. (Normally, Runtime Effects don't
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// run the inliner directly, but they still get an inlining pass once they are painted.)
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bool forceNoInline = false;
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private:
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friend class SkRuntimeEffect;
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friend class SkRuntimeEffectPriv;
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// This flag lifts the ES2 restrictions on Runtime Effects that are gated by the
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// `strictES2Mode` check. Be aware that the software renderer and pipeline-stage effect are
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// still largely ES3-unaware and can still fail or crash if post-ES2 features are used.
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// This is only intended for use by tests and certain internally created effects.
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bool enforceES2Restrictions = true;
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// Similarly: Public SkSL does not allow access to sk_FragCoord. The semantics of that
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// variable are confusing, and expose clients to implementation details of saveLayer and
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// image filters.
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bool allowFragCoord = false;
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};
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// If the effect is compiled successfully, `effect` will be non-null.
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// Otherwise, `errorText` will contain the reason for failure.
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struct Result {
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sk_sp<SkRuntimeEffect> effect;
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SkString errorText;
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};
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// MakeForColorFilter and MakeForShader verify that the SkSL code is valid for those stages of
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// the Skia pipeline. In all of the signatures described below, color parameters and return
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// values are flexible. They are listed as being 'vec4', but they can also be 'half4' or
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// 'float4'. ('vec4' is an alias for 'float4').
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// We can't use a default argument for `options` due to a bug in Clang.
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// https://bugs.llvm.org/show_bug.cgi?id=36684
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// Color filter SkSL requires an entry point that looks like:
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// vec4 main(vec4 inColor) { ... }
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static Result MakeForColorFilter(SkString sksl, const Options&);
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static Result MakeForColorFilter(SkString sksl) {
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return MakeForColorFilter(std::move(sksl), Options{});
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}
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// Shader SkSL requires an entry point that looks like:
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// vec4 main(vec2 inCoords) { ... }
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// -or-
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// vec4 main(vec2 inCoords, vec4 inColor) { ... }
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//
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// Most shaders don't use the input color, so that parameter is optional.
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static Result MakeForShader(SkString sksl, const Options&);
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static Result MakeForShader(SkString sksl) {
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return MakeForShader(std::move(sksl), Options{});
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}
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// Blend SkSL requires an entry point that looks like:
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// vec4 main(vec4 srcColor, vec4 dstColor) { ... }
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static Result MakeForBlender(SkString sksl, const Options&);
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static Result MakeForBlender(SkString sksl) {
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return MakeForBlender(std::move(sksl), Options{});
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}
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// DSL entry points
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static Result MakeForColorFilter(std::unique_ptr<SkSL::Program> program, const Options&);
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static Result MakeForColorFilter(std::unique_ptr<SkSL::Program> program);
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static Result MakeForShader(std::unique_ptr<SkSL::Program> program, const Options&);
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static Result MakeForShader(std::unique_ptr<SkSL::Program> program);
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static Result MakeForBlender(std::unique_ptr<SkSL::Program> program, const Options&);
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static Result MakeForBlender(std::unique_ptr<SkSL::Program> program);
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// Object that allows passing a SkShader, SkColorFilter or SkBlender as a child
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class ChildPtr {
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public:
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ChildPtr() = default;
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ChildPtr(sk_sp<SkShader> s) : fChild(std::move(s)) {}
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ChildPtr(sk_sp<SkColorFilter> cf) : fChild(std::move(cf)) {}
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ChildPtr(sk_sp<SkBlender> b) : fChild(std::move(b)) {}
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skstd::optional<ChildType> type() const;
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SkShader* shader() const;
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SkColorFilter* colorFilter() const;
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SkBlender* blender() const;
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SkFlattenable* flattenable() const { return fChild.get(); }
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private:
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sk_sp<SkFlattenable> fChild;
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};
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sk_sp<SkShader> makeShader(sk_sp<SkData> uniforms,
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sk_sp<SkShader> children[],
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size_t childCount,
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const SkMatrix* localMatrix,
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bool isOpaque) const;
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sk_sp<SkShader> makeShader(sk_sp<SkData> uniforms,
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SkSpan<ChildPtr> children,
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const SkMatrix* localMatrix,
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bool isOpaque) const;
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sk_sp<SkImage> makeImage(GrRecordingContext*,
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sk_sp<SkData> uniforms,
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SkSpan<ChildPtr> children,
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const SkMatrix* localMatrix,
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SkImageInfo resultInfo,
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bool mipmapped) const;
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sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> uniforms) const;
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sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> uniforms,
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sk_sp<SkColorFilter> children[],
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size_t childCount) const;
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sk_sp<SkColorFilter> makeColorFilter(sk_sp<SkData> uniforms,
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SkSpan<ChildPtr> children) const;
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sk_sp<SkBlender> makeBlender(sk_sp<SkData> uniforms, SkSpan<ChildPtr> children = {}) const;
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const std::string& source() const;
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template <typename T>
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class ConstIterable {
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public:
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ConstIterable(const std::vector<T>& vec) : fVec(vec) {}
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using const_iterator = typename std::vector<T>::const_iterator;
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const_iterator begin() const { return fVec.begin(); }
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const_iterator end() const { return fVec.end(); }
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size_t count() const { return fVec.size(); }
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private:
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const std::vector<T>& fVec;
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};
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// Combined size of all 'uniform' variables. When calling makeColorFilter or makeShader,
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// provide an SkData of this size, containing values for all of those variables.
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size_t uniformSize() const;
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ConstIterable<Uniform> uniforms() const { return ConstIterable<Uniform>(fUniforms); }
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ConstIterable<Child> children() const { return ConstIterable<Child>(fChildren); }
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// Returns pointer to the named uniform variable's description, or nullptr if not found
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const Uniform* findUniform(const char* name) const;
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// Returns pointer to the named child's description, or nullptr if not found
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const Child* findChild(const char* name) const;
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static void RegisterFlattenables();
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~SkRuntimeEffect() override;
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private:
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enum Flags {
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kUsesSampleCoords_Flag = 0x1,
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kAllowColorFilter_Flag = 0x2,
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kAllowShader_Flag = 0x4,
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kAllowBlender_Flag = 0x8,
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kSamplesOutsideMain_Flag = 0x10,
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};
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SkRuntimeEffect(std::unique_ptr<SkSL::Program> baseProgram,
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const Options& options,
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const SkSL::FunctionDefinition& main,
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std::vector<Uniform>&& uniforms,
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std::vector<Child>&& children,
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std::vector<SkSL::SampleUsage>&& sampleUsages,
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uint32_t flags);
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static Result MakeFromSource(SkString sksl, const Options& options, SkSL::ProgramKind kind);
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static Result MakeFromDSL(std::unique_ptr<SkSL::Program> program,
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const Options& options,
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SkSL::ProgramKind kind);
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static Result MakeInternal(std::unique_ptr<SkSL::Program> program,
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const Options& options,
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SkSL::ProgramKind kind);
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uint32_t hash() const { return fHash; }
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bool usesSampleCoords() const { return (fFlags & kUsesSampleCoords_Flag); }
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bool allowShader() const { return (fFlags & kAllowShader_Flag); }
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bool allowColorFilter() const { return (fFlags & kAllowColorFilter_Flag); }
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bool allowBlender() const { return (fFlags & kAllowBlender_Flag); }
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bool samplesOutsideMain() const { return (fFlags & kSamplesOutsideMain_Flag); }
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const SkFilterColorProgram* getFilterColorProgram();
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#if SK_SUPPORT_GPU
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friend class GrSkSLFP; // fBaseProgram, fSampleUsages
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friend class GrGLSLSkSLFP; //
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#endif
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friend class SkRTShader; // fBaseProgram, fMain
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friend class SkRuntimeBlender; //
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friend class SkRuntimeColorFilter; //
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friend class SkFilterColorProgram;
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friend class SkRuntimeEffectPriv;
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uint32_t fHash;
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std::unique_ptr<SkSL::Program> fBaseProgram;
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const SkSL::FunctionDefinition& fMain;
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std::vector<Uniform> fUniforms;
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std::vector<Child> fChildren;
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std::vector<SkSL::SampleUsage> fSampleUsages;
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std::unique_ptr<SkFilterColorProgram> fFilterColorProgram;
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uint32_t fFlags; // Flags
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};
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/** Base class for SkRuntimeShaderBuilder, defined below. */
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class SkRuntimeEffectBuilder {
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public:
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struct BuilderUniform {
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// Copy 'val' to this variable. No type conversion is performed - 'val' must be same
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// size as expected by the effect. Information about the variable can be queried by
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// looking at fVar. If the size is incorrect, no copy will be performed, and debug
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// builds will abort. If this is the result of querying a missing variable, fVar will
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// be nullptr, and assigning will also do nothing (and abort in debug builds).
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template <typename T>
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std::enable_if_t<std::is_trivially_copyable<T>::value, BuilderUniform&> operator=(
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const T& val) {
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if (!fVar) {
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SkDEBUGFAIL("Assigning to missing variable");
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} else if (sizeof(val) != fVar->sizeInBytes()) {
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SkDEBUGFAIL("Incorrect value size");
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} else {
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memcpy(SkTAddOffset<void>(fOwner->writableUniformData(), fVar->offset),
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&val, sizeof(val));
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}
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return *this;
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}
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BuilderUniform& operator=(const SkMatrix& val) {
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if (!fVar) {
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SkDEBUGFAIL("Assigning to missing variable");
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} else if (fVar->sizeInBytes() != 9 * sizeof(float)) {
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SkDEBUGFAIL("Incorrect value size");
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} else {
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float* data = SkTAddOffset<float>(fOwner->writableUniformData(),
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(ptrdiff_t)fVar->offset);
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data[0] = val.get(0); data[1] = val.get(3); data[2] = val.get(6);
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data[3] = val.get(1); data[4] = val.get(4); data[5] = val.get(7);
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data[6] = val.get(2); data[7] = val.get(5); data[8] = val.get(8);
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}
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return *this;
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}
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template <typename T>
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bool set(const T val[], const int count) {
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static_assert(std::is_trivially_copyable<T>::value, "Value must be trivial copyable");
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if (!fVar) {
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SkDEBUGFAIL("Assigning to missing variable");
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return false;
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} else if (sizeof(T) * count != fVar->sizeInBytes()) {
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SkDEBUGFAIL("Incorrect value size");
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return false;
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} else {
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memcpy(SkTAddOffset<void>(fOwner->writableUniformData(), fVar->offset),
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val, sizeof(T) * count);
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}
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return true;
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}
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SkRuntimeEffectBuilder* fOwner;
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const SkRuntimeEffect::Uniform* fVar; // nullptr if the variable was not found
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};
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struct BuilderChild {
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template <typename T> BuilderChild& operator=(sk_sp<T> val) {
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if (!fChild) {
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SkDEBUGFAIL("Assigning to missing child");
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} else {
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fOwner->fChildren[(size_t)fChild->index] = std::move(val);
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}
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return *this;
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}
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BuilderChild& operator=(std::nullptr_t) {
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if (!fChild) {
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SkDEBUGFAIL("Assigning to missing child");
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} else {
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fOwner->fChildren[(size_t)fChild->index] = SkRuntimeEffect::ChildPtr{};
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}
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return *this;
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}
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SkRuntimeEffectBuilder* fOwner;
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const SkRuntimeEffect::Child* fChild; // nullptr if the child was not found
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};
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const SkRuntimeEffect* effect() const { return fEffect.get(); }
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BuilderUniform uniform(const char* name) { return { this, fEffect->findUniform(name) }; }
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BuilderChild child(const char* name) {
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const SkRuntimeEffect::Child* child = fEffect->findChild(name);
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return { this, child };
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}
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protected:
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SkRuntimeEffectBuilder() = delete;
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explicit SkRuntimeEffectBuilder(sk_sp<SkRuntimeEffect> effect)
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: fEffect(std::move(effect))
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, fUniforms(SkData::MakeUninitialized(fEffect->uniformSize()))
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, fChildren(fEffect->children().count()) {}
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SkRuntimeEffectBuilder(SkRuntimeEffectBuilder&&) = default;
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SkRuntimeEffectBuilder(const SkRuntimeEffectBuilder&) = default;
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SkRuntimeEffectBuilder& operator=(SkRuntimeEffectBuilder&&) = delete;
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SkRuntimeEffectBuilder& operator=(const SkRuntimeEffectBuilder&) = delete;
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sk_sp<SkData> uniforms() { return fUniforms; }
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SkRuntimeEffect::ChildPtr* children() { return fChildren.data(); }
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size_t numChildren() { return fChildren.size(); }
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private:
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void* writableUniformData() {
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if (!fUniforms->unique()) {
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fUniforms = SkData::MakeWithCopy(fUniforms->data(), fUniforms->size());
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}
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return fUniforms->writable_data();
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}
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sk_sp<SkRuntimeEffect> fEffect;
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sk_sp<SkData> fUniforms;
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std::vector<SkRuntimeEffect::ChildPtr> fChildren;
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};
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/**
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* SkRuntimeShaderBuilder is a utility to simplify creating SkShader objects from SkRuntimeEffects.
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*
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* NOTE: Like SkRuntimeEffect, this API is experimental and subject to change!
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*
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* Given an SkRuntimeEffect, the SkRuntimeShaderBuilder manages creating an input data block and
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* provides named access to the 'uniform' variables in that block, as well as named access
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* to a list of child shader slots. Usage:
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*
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* sk_sp<SkRuntimeEffect> effect = ...;
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* SkRuntimeShaderBuilder builder(effect);
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* builder.uniform("some_uniform_float") = 3.14f;
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* builder.uniform("some_uniform_matrix") = SkM44::Rotate(...);
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* builder.child("some_child_effect") = mySkImage->makeShader(...);
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* ...
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* sk_sp<SkShader> shader = builder.makeShader(nullptr, false);
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*
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* Note that SkRuntimeShaderBuilder is built entirely on the public API of SkRuntimeEffect,
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* so can be used as-is or serve as inspiration for other interfaces or binding techniques.
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*/
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class SK_API SkRuntimeShaderBuilder : public SkRuntimeEffectBuilder {
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public:
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explicit SkRuntimeShaderBuilder(sk_sp<SkRuntimeEffect>);
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// This is currently required by Android Framework but may go away if that dependency
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// can be removed.
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SkRuntimeShaderBuilder(const SkRuntimeShaderBuilder&) = default;
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~SkRuntimeShaderBuilder();
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sk_sp<SkShader> makeShader(const SkMatrix* localMatrix, bool isOpaque);
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sk_sp<SkImage> makeImage(GrRecordingContext*,
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const SkMatrix* localMatrix,
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SkImageInfo resultInfo,
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bool mipmapped);
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private:
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using INHERITED = SkRuntimeEffectBuilder;
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};
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/**
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* SkRuntimeBlendBuilder is a utility to simplify creation and uniform setup of runtime blenders.
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*/
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class SK_API SkRuntimeBlendBuilder : public SkRuntimeEffectBuilder {
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public:
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explicit SkRuntimeBlendBuilder(sk_sp<SkRuntimeEffect>);
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~SkRuntimeBlendBuilder();
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SkRuntimeBlendBuilder(const SkRuntimeBlendBuilder&) = delete;
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SkRuntimeBlendBuilder& operator=(const SkRuntimeBlendBuilder&) = delete;
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sk_sp<SkBlender> makeBlender();
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private:
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using INHERITED = SkRuntimeEffectBuilder;
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};
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#endif // SK_ENABLE_SKSL
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#endif // SkRuntimeEffect_DEFINED
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