18#if defined(GRAPHITE_TEST_UTILS)
20 fPipelineInfo.fRenderStepID = pipelineInfo->fRenderStepID;
21 fPipelineInfo.fPaintID = pipelineInfo->fPaintID;
22 fPipelineInfo.fSkSLVertexShader =
24 fPipelineInfo.fSkSLFragmentShader =
26 fPipelineInfo.fNativeVertexShader = std::move(pipelineInfo->fNativeVertexShader);
27 fPipelineInfo.fNativeFragmentShader = std::move(pipelineInfo->fNativeFragmentShader);
@ kYes
Do pre-clip the geometry before applying the (perspective) matrix.
GraphicsPipeline(const SharedContext *, PipelineInfo *)
~GraphicsPipeline() override
std::string PrettyPrint(const std::string &string)