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#include "src/gpu/graphite/ContextUtils.h"
#include <string>
#include "src/core/SkBlenderBase.h"
#include "src/gpu/BlendFormula.h"
#include "src/gpu/graphite/Caps.h"
#include "src/gpu/graphite/GraphicsPipelineDesc.h"
#include "src/gpu/graphite/KeyContext.h"
#include "src/gpu/graphite/PaintParams.h"
#include "src/gpu/graphite/PipelineData.h"
#include "src/gpu/graphite/RecorderPriv.h"
#include "src/gpu/graphite/RenderPassDesc.h"
#include "src/gpu/graphite/Renderer.h"
#include "src/gpu/graphite/ResourceProvider.h"
#include "src/gpu/graphite/ShaderCodeDictionary.h"
#include "src/gpu/graphite/UniformManager.h"
#include "src/gpu/graphite/UniquePaintParamsID.h"
#include "src/gpu/graphite/compute/ComputeStep.h"
#include "src/gpu/graphite/geom/Geometry.h"
#include "src/sksl/SkSLString.h"
#include "src/sksl/SkSLUtil.h"
Go to the source code of this file.
Namespaces | |
namespace | skgpu |
namespace | skgpu::graphite |
Functions | |
std::tuple< UniquePaintParamsID, const UniformDataBlock *, const TextureDataBlock * > | skgpu::graphite::ExtractPaintData (Recorder *recorder, PipelineDataGatherer *gatherer, PaintParamsKeyBuilder *builder, const Layout layout, const SkM44 &local2Dev, const PaintParams &p, const Geometry &geometry, sk_sp< TextureProxy > dstTexture, SkIPoint dstOffset, const SkColorInfo &targetColorInfo) |
std::tuple< const UniformDataBlock *, const TextureDataBlock * > | skgpu::graphite::ExtractRenderStepData (UniformDataCache *uniformDataCache, TextureDataCache *textureDataCache, PipelineDataGatherer *gatherer, const Layout layout, const RenderStep *step, const DrawParams ¶ms) |
DstReadRequirement | skgpu::graphite::GetDstReadRequirement (const Caps *caps, std::optional< SkBlendMode > blendMode, Coverage coverage) |
std::string | skgpu::graphite::EmitPaintParamsUniforms (int bufferID, const Layout layout, SkSpan< const ShaderNode * > nodes, int *numUniforms, int *uniformsTotalBytes, bool *wrotePaintColor) |
std::string | skgpu::graphite::EmitRenderStepUniforms (int bufferID, const Layout layout, SkSpan< const Uniform > uniforms, int *renderStepUniformsTotalBytes) |
std::string | skgpu::graphite::EmitPaintParamsStorageBuffer (int bufferID, SkSpan< const ShaderNode * > nodes, int *numUniforms, bool *wrotePaintColor) |
std::string | skgpu::graphite::EmitRenderStepStorageBuffer (int bufferID, SkSpan< const Uniform > uniforms) |
std::string | skgpu::graphite::EmitUniformsFromStorageBuffer (const char *bufferNamePrefix, const char *ssboIndex, SkSpan< const Uniform > uniforms) |
std::string | skgpu::graphite::EmitStorageBufferAccess (const char *bufferNamePrefix, const char *ssboIndex, const char *uniformName) |
std::string | skgpu::graphite::EmitTexturesAndSamplers (const ResourceBindingRequirements &bindingReqs, SkSpan< const ShaderNode * > nodes, int *binding) |
std::string | skgpu::graphite::EmitSamplerLayout (const ResourceBindingRequirements &bindingReqs, int *binding) |
std::string | skgpu::graphite::EmitVaryings (const RenderStep *step, const char *direction, bool emitSsboIndicesVarying, bool emitLocalCoordsVarying) |
VertSkSLInfo | skgpu::graphite::BuildVertexSkSL (const ResourceBindingRequirements &bindingReqs, const RenderStep *step, bool useStorageBuffers, bool defineLocalCoordsVarying) |
FragSkSLInfo | skgpu::graphite::BuildFragmentSkSL (const Caps *caps, const ShaderCodeDictionary *dict, const RuntimeEffectDictionary *rteDict, const RenderStep *step, UniquePaintParamsID paintID, bool useStorageBuffers, skgpu::Swizzle writeSwizzle) |
std::string | skgpu::graphite::GetPipelineLabel (const ShaderCodeDictionary *dict, const RenderPassDesc &renderPassDesc, const RenderStep *renderStep, UniquePaintParamsID paintID) |
std::string | skgpu::graphite::BuildComputeSkSL (const Caps *caps, const ComputeStep *step) |