1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2024 Google LLC 3*c8dee2aaSAndroid Build Coastguard Worker * 4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be 5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file. 6*c8dee2aaSAndroid Build Coastguard Worker */ 7*c8dee2aaSAndroid Build Coastguard Worker 8*c8dee2aaSAndroid Build Coastguard Worker #ifndef skgpu_graphite_PrecompileShaderPriv_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_PrecompileShaderPriv_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/graphite/precompile/PrecompileShader.h" 12*c8dee2aaSAndroid Build Coastguard Worker 13*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite { 14*c8dee2aaSAndroid Build Coastguard Worker 15*c8dee2aaSAndroid Build Coastguard Worker /** Class that exposes methods in PrecompileShader that are only intended for use internal to Skia. 16*c8dee2aaSAndroid Build Coastguard Worker This class is purely a privileged window into PrecompileShader. It should never have additional 17*c8dee2aaSAndroid Build Coastguard Worker data members or virtual methods. */ 18*c8dee2aaSAndroid Build Coastguard Worker class PrecompileShaderPriv { 19*c8dee2aaSAndroid Build Coastguard Worker public: isConstant(int desiredCombination)20*c8dee2aaSAndroid Build Coastguard Worker bool isConstant(int desiredCombination) const { 21*c8dee2aaSAndroid Build Coastguard Worker return fPrecompileShader->isConstant(desiredCombination); 22*c8dee2aaSAndroid Build Coastguard Worker } 23*c8dee2aaSAndroid Build Coastguard Worker isALocalMatrixShader()24*c8dee2aaSAndroid Build Coastguard Worker bool isALocalMatrixShader() const { 25*c8dee2aaSAndroid Build Coastguard Worker return fPrecompileShader->isALocalMatrixShader(); 26*c8dee2aaSAndroid Build Coastguard Worker } 27*c8dee2aaSAndroid Build Coastguard Worker 28*c8dee2aaSAndroid Build Coastguard Worker // The remaining methods make this a viable standin for PrecompileBasePriv numChildCombinations()29*c8dee2aaSAndroid Build Coastguard Worker int numChildCombinations() const { return fPrecompileShader->numChildCombinations(); } 30*c8dee2aaSAndroid Build Coastguard Worker numCombinations()31*c8dee2aaSAndroid Build Coastguard Worker int numCombinations() const { return fPrecompileShader->numCombinations(); } 32*c8dee2aaSAndroid Build Coastguard Worker addToKey(const KeyContext & keyContext,PaintParamsKeyBuilder * builder,PipelineDataGatherer * gatherer,int desiredCombination)33*c8dee2aaSAndroid Build Coastguard Worker void addToKey(const KeyContext& keyContext, 34*c8dee2aaSAndroid Build Coastguard Worker PaintParamsKeyBuilder* builder, 35*c8dee2aaSAndroid Build Coastguard Worker PipelineDataGatherer* gatherer, 36*c8dee2aaSAndroid Build Coastguard Worker int desiredCombination) const { 37*c8dee2aaSAndroid Build Coastguard Worker fPrecompileShader->addToKey(keyContext, builder, gatherer, desiredCombination); 38*c8dee2aaSAndroid Build Coastguard Worker } 39*c8dee2aaSAndroid Build Coastguard Worker 40*c8dee2aaSAndroid Build Coastguard Worker private: 41*c8dee2aaSAndroid Build Coastguard Worker friend class PrecompileShader; // to construct/copy this type. 42*c8dee2aaSAndroid Build Coastguard Worker PrecompileShaderPriv(PrecompileShader * precompileShader)43*c8dee2aaSAndroid Build Coastguard Worker explicit PrecompileShaderPriv(PrecompileShader* precompileShader) 44*c8dee2aaSAndroid Build Coastguard Worker : fPrecompileShader(precompileShader) {} 45*c8dee2aaSAndroid Build Coastguard Worker 46*c8dee2aaSAndroid Build Coastguard Worker PrecompileShaderPriv& operator=(const PrecompileShaderPriv&) = delete; 47*c8dee2aaSAndroid Build Coastguard Worker 48*c8dee2aaSAndroid Build Coastguard Worker // No taking addresses of this type. 49*c8dee2aaSAndroid Build Coastguard Worker const PrecompileShaderPriv* operator&() const; 50*c8dee2aaSAndroid Build Coastguard Worker PrecompileShaderPriv *operator&(); 51*c8dee2aaSAndroid Build Coastguard Worker 52*c8dee2aaSAndroid Build Coastguard Worker PrecompileShader* fPrecompileShader; 53*c8dee2aaSAndroid Build Coastguard Worker }; 54*c8dee2aaSAndroid Build Coastguard Worker priv()55*c8dee2aaSAndroid Build Coastguard Workerinline PrecompileShaderPriv PrecompileShader::priv() { return PrecompileShaderPriv(this); } 56*c8dee2aaSAndroid Build Coastguard Worker 57*c8dee2aaSAndroid Build Coastguard Worker // NOLINTNEXTLINE(readability-const-return-type) priv()58*c8dee2aaSAndroid Build Coastguard Workerinline const PrecompileShaderPriv PrecompileShader::priv() const { 59*c8dee2aaSAndroid Build Coastguard Worker return PrecompileShaderPriv(const_cast<PrecompileShader *>(this)); 60*c8dee2aaSAndroid Build Coastguard Worker } 61*c8dee2aaSAndroid Build Coastguard Worker 62*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu::graphite 63*c8dee2aaSAndroid Build Coastguard Worker 64*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_PrecompileShaderPriv_DEFINED 65