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/*
* Copyright 2019 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkRTShader_DEFINED
#define SkRTShader_DEFINED
#include "include/core/SkString.h"
#include "include/private/SkMutex.h"
#include "src/shaders/SkShaderBase.h"
#include "src/sksl/SkSLByteCode.h"
#if SK_SUPPORT_GPU
#include "src/gpu/GrFragmentProcessor.h"
#endif
class SkData;
class SkMatrix;
class SkRTShader : public SkShaderBase {
public:
SkRTShader(int index, SkString sksl, sk_sp<SkData> inputs, const SkMatrix* localMatrix,
bool isOpaque);
bool isOpaque() const override { return fIsOpaque; }
#if SK_SUPPORT_GPU
std::unique_ptr<GrFragmentProcessor> asFragmentProcessor(const GrFPArgs&) const override;
#endif
protected:
void flatten(SkWriteBuffer&) const override;
bool onAppendStages(const SkStageRec& rec) const override;
private:
SK_FLATTENABLE_HOOKS(SkRTShader)
SkString fSkSL;
sk_sp<SkData> fInputs;
const uint32_t fUniqueID;
const bool fIsOpaque;
mutable SkMutex fByteCodeMutex;
mutable std::unique_ptr<SkSL::ByteCode> fByteCode;
typedef SkShaderBase INHERITED;
};
class SK_API SkRuntimeShaderFactory {
public:
SkRuntimeShaderFactory(SkString sksl, bool isOpaque);
sk_sp<SkShader> make(sk_sp<SkData> inputs, const SkMatrix* localMatrix);
private:
int fIndex;
SkString fSkSL;
bool fIsOpaque;
};
#endif