chromium/third_party/skia/src/gpu/ganesh/GrGeometryProcessor.cpp

/*
 * Copyright 2014 Google Inc.
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */

#include "src/gpu/ganesh/GrGeometryProcessor.h"

#include "include/core/SkSamplingOptions.h"
#include "include/core/SkString.h"
#include "include/private/SkSLSampleUsage.h"
#include "include/private/base/SkSafe32.h"
#include "src/core/SkMatrixPriv.h"
#include "src/gpu/KeyBuilder.h"
#include "src/gpu/ganesh/GrPipeline.h"
#include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h"
#include "src/gpu/ganesh/glsl/GrGLSLUniformHandler.h"
#include "src/gpu/ganesh/glsl/GrGLSLVarying.h"
#include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"

#include <algorithm>
#include <queue>
#include <utility>
#include <vector>

GrGeometryProcessor::GrGeometryProcessor(ClassID classID) :{}

const GrGeometryProcessor::TextureSampler& GrGeometryProcessor::textureSampler(int i) const {}

uint32_t GrGeometryProcessor::ComputeCoordTransformsKey(const GrFragmentProcessor& fp) {}

void GrGeometryProcessor::getAttributeKey(skgpu::KeyBuilder* b) const {}

///////////////////////////////////////////////////////////////////////////////////////////////////

static inline GrSamplerState::Filter clamp_filter(GrTextureType type,
                                                  GrSamplerState::Filter requestedFilter) {}

GrGeometryProcessor::TextureSampler::TextureSampler(GrSamplerState samplerState,
                                                    const GrBackendFormat& backendFormat,
                                                    const skgpu::Swizzle& swizzle) {}

void GrGeometryProcessor::TextureSampler::reset(GrSamplerState samplerState,
                                                const GrBackendFormat& backendFormat,
                                                const skgpu::Swizzle& swizzle) {}

//////////////////////////////////////////////////////////////////////////////

ProgramImpl;

std::tuple<ProgramImpl::FPCoordsMap, GrShaderVar>
ProgramImpl::emitCode(EmitArgs& args, const GrPipeline& pipeline) {}

ProgramImpl::FPCoordsMap ProgramImpl::collectTransforms(GrGLSLVertexBuilder* vb,
                                                        GrGLSLVaryingHandler* varyingHandler,
                                                        GrGLSLUniformHandler* uniformHandler,
                                                        GrShaderType localCoordsShader,
                                                        const GrShaderVar& localCoordsVar,
                                                        const GrShaderVar& positionVar,
                                                        const GrPipeline& pipeline) {}

void ProgramImpl::emitTransformCode(GrGLSLVertexBuilder* vb, GrGLSLUniformHandler* uniformHandler) {}

void ProgramImpl::setupUniformColor(GrGLSLFPFragmentBuilder* fragBuilder,
                                    GrGLSLUniformHandler* uniformHandler,
                                    const char* outputName,
                                    UniformHandle* colorUniform) {}

void ProgramImpl::SetTransform(const GrGLSLProgramDataManager& pdman,
                               const GrShaderCaps& shaderCaps,
                               const UniformHandle& uniform,
                               const SkMatrix& matrix,
                               SkMatrix* state) {}

static void write_passthrough_vertex_position(GrGLSLVertexBuilder* vertBuilder,
                                              const GrShaderVar& inPos,
                                              GrShaderVar* outPos) {}

static void write_vertex_position(GrGLSLVertexBuilder* vertBuilder,
                                  GrGLSLUniformHandler* uniformHandler,
                                  const GrShaderCaps& shaderCaps,
                                  const GrShaderVar& inPos,
                                  const SkMatrix& matrix,
                                  const char* matrixName,
                                  GrShaderVar* outPos,
                                  ProgramImpl::UniformHandle* matrixUniform) {}

void ProgramImpl::WriteOutputPosition(GrGLSLVertexBuilder* vertBuilder,
                                      GrGPArgs* gpArgs,
                                      const char* posName) {}

void ProgramImpl::WriteOutputPosition(GrGLSLVertexBuilder* vertBuilder,
                                      GrGLSLUniformHandler* uniformHandler,
                                      const GrShaderCaps& shaderCaps,
                                      GrGPArgs* gpArgs,
                                      const char* posName,
                                      const SkMatrix& mat,
                                      UniformHandle* viewMatrixUniform) {}

void ProgramImpl::WriteLocalCoord(GrGLSLVertexBuilder* vertBuilder,
                                  GrGLSLUniformHandler* uniformHandler,
                                  const GrShaderCaps& shaderCaps,
                                  GrGPArgs* gpArgs,
                                  GrShaderVar localVar,
                                  const SkMatrix& localMatrix,
                                  UniformHandle* localMatrixUniform) {}

//////////////////////////////////////////////////////////////////////////////

Attribute;
AttributeSet;

GrGeometryProcessor::Attribute AttributeSet::Iter::operator*() const {}

void AttributeSet::Iter::operator++() {}

void AttributeSet::Iter::skipUninitialized() {}

void AttributeSet::initImplicit(const Attribute* attrs, int count) {}

void AttributeSet::initExplicit(const Attribute* attrs, int count, size_t stride) {}

void AttributeSet::addToKey(skgpu::KeyBuilder* b) const {}

AttributeSet::Iter AttributeSet::begin() const {}
AttributeSet::Iter AttributeSet::end() const {}