241 {
242 pass.SetVertexBuffer(
244
245 SamplerDescriptor sampler_desc;
250 sampler_desc.label = "NN Repeat";
251
252 SkinnedVertexShader::BindJointsTexture(
253 pass,
254 joints_texture_ ? joints_texture_ : scene_context.GetPlaceholderTexture(),
255 scene_context.
GetContext()->GetSamplerLibrary()->GetSampler(
256 sampler_desc));
257
258 SkinnedVertexShader::FrameInfo
info;
260 info.enable_skinning = joints_texture_ ? 1 : 0;
261 info.joint_texture_size =
262 joints_texture_ ? joints_texture_->GetSize().width : 1;
263 SkinnedVertexShader::BindFrameInfo(pass,
buffer.EmplaceUniform(
info));
264}
static void info(const char *fmt,...) SK_PRINTF_LIKE(1
VertexBuffer GetVertexBuffer(Allocator &allocator) const override
static const uint8_t buffer[]
SK_API GrDirectContext * GetContext(const SkImage *src)
@ kNearest
Sample from the nearest mip level.
@ kNearest
Select nearest to the sample point. Most widely supported.
static SkColor4f transform(SkColor4f c, SkColorSpace *src, SkColorSpace *dst)