#include "src/sksl/SkSLUtil.h"
#include "src/core/SkSLTypeShared.h"
#include "src/sksl/SkSLBuiltinTypes.h"
#include "src/sksl/SkSLContext.h"
#include "src/sksl/SkSLOutputStream.h"
#include "src/sksl/SkSLStringStream.h"
#include "src/sksl/ir/SkSLType.h"
#include <string>
namespace SkSL {
#if defined(SKSL_STANDALONE) || !defined(SK_GANESH)
std::unique_ptr<ShaderCaps> ShaderCapsFactory::MakeShaderCaps() {
std::unique_ptr<ShaderCaps> standalone = std::make_unique<ShaderCaps>();
standalone->fShaderDerivativeSupport = true;
standalone->fExplicitTextureLodSupport = true;
standalone->fFlatInterpolationSupport = true;
standalone->fNoPerspectiveInterpolationSupport = true;
standalone->fSampleMaskSupport = true;
standalone->fExternalTextureSupport = true;
return standalone;
}
#else
std::unique_ptr<ShaderCaps> ShaderCapsFactory::MakeShaderCaps() { … }
#endif
void write_stringstream(const StringStream& s, OutputStream& out) { … }
bool type_to_sksltype(const Context& context, const Type& type, SkSLType* outType) { … }
}