| /* |
| * 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 SkRuntimeEffectDictionary_DEFINED |
| #define SkRuntimeEffectDictionary_DEFINED |
| |
| #include "include/core/SkRefCnt.h" |
| #include "include/effects/SkRuntimeEffect.h" |
| #include "include/private/SkTHash.h" |
| #include "src/core/SkRuntimeEffectPriv.h" |
| |
| class SkRuntimeEffect; |
| |
| // 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 an their code-snippet ID. |
| class SkRuntimeEffectDictionary { |
| 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) { |
| // The same code-snippet ID should never refer to two different effects. |
| SkASSERT(!fDict.find(codeSnippetID) || (SkRuntimeEffectPriv::Hash(*fDict[codeSnippetID]) == |
| SkRuntimeEffectPriv::Hash(*effect))); |
| fDict.set(codeSnippetID, std::move(effect)); |
| } |
| |
| void reset() { fDict.reset(); } |
| |
| private: |
| SkTHashMap<int, sk_sp<const SkRuntimeEffect>> fDict; |
| }; |
| |
| #endif // SkRuntimeEffectDictionary_DEFINED |