skia2/include/private/chromium/BUILD.bazel
Kevin Lubick b902658a1a [bazel] Fix Bazel build by guarding addToKey
PS1 is the automatic regenerated changes.
PS2-3 adds an #ifdef guard to the addToKey method on shaders.
The SkShaderCodeDictionary class helps generate SkSL and is
only necessary when we are building with SkSL (gpu builds and
cpu builds with SkVM).

Suggested Review order:
 - Use Gerrit to diff PS 1 and the last PS
 - src/core/BUILD.bazel adds some sources to the "only
   necessary if sksl is enabled" bucket
 - All the .cpp and .h files to see the #ifdef is added
   correctly.

Change-Id: I4d4ce61a4957ef1e0840204acff08ce7e616f9cb
Bug: skia:12541
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/512157
Reviewed-by: Michael Ludwig <michaelludwig@google.com>
Commit-Queue: Kevin Lubick <kjlubick@google.com>
2022-02-24 18:10:40 +00:00

24 lines
585 B
Python

load("//bazel:macros.bzl", "generated_cc_atom")
generated_cc_atom(
name = "GrSlug_hdr",
hdrs = ["GrSlug.h"],
visibility = ["//:__subpackages__"],
deps = [
"//include/core:SkData_hdr",
"//include/core:SkRect_hdr",
"//include/core:SkRefCnt_hdr",
],
)
generated_cc_atom(
name = "SkChromeRemoteGlyphCache_hdr",
hdrs = ["SkChromeRemoteGlyphCache.h"],
visibility = ["//:__subpackages__"],
deps = [
"//include/core:SkData_hdr",
"//include/core:SkRefCnt_hdr",
"//include/utils:SkNoDrawCanvas_hdr",
],
)