chromium/third_party/skia/src/gpu/ganesh/glsl/GrGLSLShaderBuilder.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/glsl/GrGLSLShaderBuilder.h"

#include "include/private/gpu/ganesh/GrTypesPriv.h"
#include "modules/skcms/skcms.h"
#include "src/core/SkSLTypeShared.h"
#include "src/gpu/Blend.h"
#include "src/gpu/Swizzle.h"
#include "src/gpu/ganesh/GrShaderCaps.h"
#include "src/gpu/ganesh/GrShaderVar.h"
#include "src/gpu/ganesh/glsl/GrGLSLColorSpaceXformHelper.h"
#include "src/gpu/ganesh/glsl/GrGLSLProgramBuilder.h"
#include "src/gpu/ganesh/glsl/GrGLSLProgramDataManager.h"
#include "src/sksl/SkSLGLSL.h"

usingnamespaceskia_private;

GrGLSLShaderBuilder::GrGLSLShaderBuilder(GrGLSLProgramBuilder* program)
    :{}

void GrGLSLShaderBuilder::declAppend(const GrShaderVar& var) {}

void GrGLSLShaderBuilder::declareGlobal(const GrShaderVar& v) {}

SkString GrGLSLShaderBuilder::getMangledFunctionName(const char* baseName) {}

void GrGLSLShaderBuilder::appendFunctionDecl(SkSLType returnType,
                                             const char* mangledName,
                                             SkSpan<const GrShaderVar> args) {}

void GrGLSLShaderBuilder::emitFunction(SkSLType returnType,
                                       const char* mangledName,
                                       SkSpan<const GrShaderVar> args,
                                       const char* body) {}

void GrGLSLShaderBuilder::emitFunction(const char* declaration, const char* body) {}

void GrGLSLShaderBuilder::emitFunctionPrototype(SkSLType returnType,
                                                const char* mangledName,
                                                SkSpan<const GrShaderVar> args) {}

void GrGLSLShaderBuilder::emitFunctionPrototype(const char* declaration) {}

static inline void append_texture_swizzle(SkString* out, skgpu::Swizzle swizzle) {}

void GrGLSLShaderBuilder::appendTextureLookup(SkString* out,
                                              SamplerHandle samplerHandle,
                                              const char* coordName) const {}

void GrGLSLShaderBuilder::appendTextureLookup(SamplerHandle samplerHandle,
                                              const char* coordName,
                                              GrGLSLColorSpaceXformHelper* colorXformHelper) {}

void GrGLSLShaderBuilder::appendTextureLookupAndBlend(
        const char* dst,
        SkBlendMode mode,
        SamplerHandle samplerHandle,
        const char* coordName,
        GrGLSLColorSpaceXformHelper* colorXformHelper) {}

void GrGLSLShaderBuilder::appendInputLoad(SamplerHandle samplerHandle) {}

void GrGLSLShaderBuilder::appendColorGamutXform(SkString* out,
                                                const char* srcColor,
                                                GrGLSLColorSpaceXformHelper* colorXformHelper) {}

void GrGLSLShaderBuilder::appendColorGamutXform(const char* srcColor,
                                                GrGLSLColorSpaceXformHelper* colorXformHelper) {}

bool GrGLSLShaderBuilder::addFeature(uint32_t featureBit, const char* extensionName) {}

void GrGLSLShaderBuilder::appendDecls(const VarArray& vars, SkString* out) const {}

void GrGLSLShaderBuilder::addLayoutQualifier(const char* param, InterfaceQualifier interface) {}

void GrGLSLShaderBuilder::compileAndAppendLayoutQualifiers() {}

void GrGLSLShaderBuilder::finalize(uint32_t visibility) {}