24 std::vector<UniqueKey>* keys) {
25 keys->reserve(globalCache->numGraphicsPipelines());
26 globalCache->forEachGraphicsPipeline([keys](
const UniqueKey&
key,
46 SkDebugf(
" clearColor: %.2f %.2f %.2f %.2f\n"
78 if (origKey != newKey) {
79 SkDebugf(
"------- The UniqueKey didn't round trip!\n");
80 origKey.dump(
"original key:");
81 newKey.dump(
"reassembled key:");
82 DumpDescs(rendererProvider, dict, *pipelineDesc, *renderPassDesc);
83 SkDebugf(
"------------------------\n");
void SK_SPI SkDebugf(const char format[],...) SK_PRINTF_LIKE(1
const char * c_str() const
SkString asString() const
virtual bool extractGraphicsDescs(const UniqueKey &, GraphicsPipelineDesc *, RenderPassDesc *, const RendererProvider *) const
virtual UniqueKey makeGraphicsPipelineKey(const GraphicsPipelineDesc &, const RenderPassDesc &) const =0
const RendererProvider * rendererProvider() const
const Caps * caps() const
const ShaderCodeDictionary * shaderCodeDictionary() const
UniquePaintParamsID paintParamsID() const
uint32_t renderStepID() const
const char * name() const
const RenderStep * lookup(uint32_t uniqueID) const
void FetchUniqueKeys(GlobalCache *globalCache, std::vector< UniqueKey > *keys)
bool ExtractKeyDescs(Context *context, const UniqueKey &origKey, GraphicsPipelineDesc *pipelineDesc, RenderPassDesc *renderPassDesc)
SkString toString() const
AttachmentDesc fDepthStencilAttachment
AttachmentDesc fColorResolveAttachment
std::array< float, 4 > fClearColor
AttachmentDesc fColorAttachment