/* * Copyright 2024 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef skgpu_graphite_PrecompileShaderPriv_DEFINED #define skgpu_graphite_PrecompileShaderPriv_DEFINED #include "include/gpu/graphite/precompile/PrecompileShader.h" namespace skgpu::graphite { /** Class that exposes methods in PrecompileShader that are only intended for use internal to Skia. This class is purely a privileged window into PrecompileShader. It should never have additional data members or virtual methods. */ class PrecompileShaderPriv { public: bool isConstant(int desiredCombination) const { return fPrecompileShader->isConstant(desiredCombination); } bool isALocalMatrixShader() const { return fPrecompileShader->isALocalMatrixShader(); } // The remaining methods make this a viable standin for PrecompileBasePriv int numChildCombinations() const { return fPrecompileShader->numChildCombinations(); } int numCombinations() const { return fPrecompileShader->numCombinations(); } void addToKey(const KeyContext& keyContext, PaintParamsKeyBuilder* builder, PipelineDataGatherer* gatherer, int desiredCombination) const { fPrecompileShader->addToKey(keyContext, builder, gatherer, desiredCombination); } private: friend class PrecompileShader; // to construct/copy this type. explicit PrecompileShaderPriv(PrecompileShader* precompileShader) : fPrecompileShader(precompileShader) {} PrecompileShaderPriv& operator=(const PrecompileShaderPriv&) = delete; // No taking addresses of this type. const PrecompileShaderPriv* operator&() const; PrecompileShaderPriv *operator&(); PrecompileShader* fPrecompileShader; }; inline PrecompileShaderPriv PrecompileShader::priv() { return PrecompileShaderPriv(this); } // NOLINTNEXTLINE(readability-const-return-type) inline const PrecompileShaderPriv PrecompileShader::priv() const { return PrecompileShaderPriv(const_cast(this)); } } // namespace skgpu::graphite #endif // skgpu_graphite_PrecompileShaderPriv_DEFINED