42 const std::array<float, 4>& clearColor,
46 desc.fWriteSwizzle = writeSwizzle;
47 desc.fSampleCount = 1;
53 desc.fColorAttachment.fTextureInfo = targetInfo;
54 desc.fColorAttachment.fLoadOp = loadOp;
55 desc.fColorAttachment.fStoreOp = storeOp;
61 if (msaaTextureInfo.isValid()) {
62 desc.fColorAttachment.fTextureInfo = msaaTextureInfo;
70 desc.fColorResolveAttachment.fTextureInfo = targetInfo;
76 desc.fColorResolveAttachment.fStoreOp = storeOp;
78 desc.fSampleCount = msaaTextureInfo.numSamples();
81 desc.fColorAttachment.fTextureInfo = targetInfo;
82 desc.fColorAttachment.fLoadOp = loadOp;
83 desc.fColorAttachment.fStoreOp = storeOp;
87 desc.fColorAttachment.fTextureInfo = targetInfo;
88 desc.fColorAttachment.fLoadOp = loadOp;
89 desc.fColorAttachment.fStoreOp = storeOp;
91 desc.fClearColor = clearColor;
95 depthStencilFlags, desc.fSampleCount, targetInfo.
isProtected());
99 desc.fClearDepth = 0.f;
100 desc.fClearStencil = 0;
SkString toString() const
Protected isProtected() const
static RenderPassDesc Make(const Caps *caps, const TextureInfo &targetInfo, LoadOp loadOp, StoreOp storeOp, SkEnumBitMask< DepthStencilFlags > depthStencilFlags, const std::array< float, 4 > &clearColor, bool requiresMSAA, Swizzle writeSwizzle)