| /* |
| * Copyright 2022 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef skgpu_graphite_RuntimeEffectDictionary_DEFINED |
| #define skgpu_graphite_RuntimeEffectDictionary_DEFINED |
| |
| #include "include/core/SkRefCnt.h" |
| #include "include/effects/SkRuntimeEffect.h" |
| #include "src/core/SkTHash.h" |
| |
| class SkRuntimeEffect; |
| |
| namespace skgpu::graphite { |
| |
| // We keep track of all SkRuntimeEffects that are used by a recording, along with their code |
| // snippet ID. This ensures that we have a live reference to every effect that we're going to |
| // paint, and gives us a way to retrieve their shader text when we see their code-snippet ID. |
| class RuntimeEffectDictionary { |
| public: |
| const SkRuntimeEffect* find(int codeSnippetID) const { |
| sk_sp<const SkRuntimeEffect>* effect = fDict.find(codeSnippetID); |
| return effect ? effect->get() : nullptr; |
| } |
| |
| void set(int codeSnippetID, sk_sp<const SkRuntimeEffect> effect); |
| |
| void reset() { fDict.reset(); } |
| |
| private: |
| skia_private::THashMap<int, sk_sp<const SkRuntimeEffect>> fDict; |
| }; |
| |
| } // namespace skgpu::graphite |
| |
| #endif // skgpu_graphite_RuntimeEffectDictionary_DEFINED |