#include "src/gpu/ganesh/glsl/GrGLSLVarying.h"
#include "src/gpu/ganesh/GrGeometryProcessor.h"
#include "src/gpu/ganesh/GrShaderCaps.h"
#include "src/gpu/ganesh/glsl/GrGLSLFragmentShaderBuilder.h"
#include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h"
#include "src/gpu/ganesh/glsl/GrGLSLShaderBuilder.h"
#include "src/gpu/ganesh/glsl/GrGLSLVertexGeoBuilder.h"
#include "src/sksl/SkSLGLSL.h"
void GrGLSLVaryingHandler::addPassThroughAttribute(const GrShaderVar& vsVar,
const char* output,
Interpolation interpolation) { … }
static bool use_flat_interpolation(GrGLSLVaryingHandler::Interpolation interpolation,
const GrShaderCaps& shaderCaps) { … }
void GrGLSLVaryingHandler::addVarying(const char* name, GrGLSLVarying* varying,
Interpolation interpolation) { … }
void GrGLSLVaryingHandler::emitAttributes(const GrGeometryProcessor& gp) { … }
void GrGLSLVaryingHandler::addAttribute(const GrShaderVar& var) { … }
void GrGLSLVaryingHandler::setNoPerspective() { … }
void GrGLSLVaryingHandler::finalize() { … }
void GrGLSLVaryingHandler::appendDecls(const VarArray& vars, SkString* out) const { … }
void GrGLSLVaryingHandler::getVertexDecls(SkString* inputDecls, SkString* outputDecls) const { … }
void GrGLSLVaryingHandler::getFragDecls(SkString* inputDecls, SkString* outputDecls) const { … }