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/*
* Copyright 2025 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_vk_precompile_PrecompileShader_DEFINED
#define skgpu_graphite_vk_precompile_PrecompileShader_DEFINED
#include "include/gpu/graphite/precompile/PrecompileShader.h"
namespace skgpu {
struct VulkanYcbcrConversionInfo;
}
namespace skgpu::graphite {
namespace PrecompileShaders {
/**
In the main Skia API YCbCr Images are usually created by wrapping a BackendTexture.
Such backend textures are, in turn, created by a backend-specific entry point like:
BackendTextures::MakeVulkan(SkISize, const VulkanTextureInfo&, ...)
where the VulkanTextureInfo contains additional YCbCr information. This API cuts right to
providing the backend-specific YCbCr information (i.e., the VulkanYcbcrConversionInfo).
@return A precompile shader for a specific type of YCbCr image
*/
SK_API sk_sp<PrecompileShader> VulkanYCbCrImage(skgpu::VulkanYcbcrConversionInfo& YCbCrInfo,
ImageShaderFlags = ImageShaderFlags::kAll,
SkSpan<const SkColorInfo> = {},
SkSpan<const SkTileMode> = { kAllTileModes });
} // namespace PrecompileShaders
} // namespace skgpu::graphite
#endif // skgpu_graphite_vk_precompile_PrecompileShader_DEFINED
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