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C++ GrProcessor::classID方法代码示例

本文整理汇总了C++中GrProcessor::classID方法的典型用法代码示例。如果您正苦于以下问题:C++ GrProcessor::classID方法的具体用法?C++ GrProcessor::classID怎么用?C++ GrProcessor::classID使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在GrProcessor的用法示例。


在下文中一共展示了GrProcessor::classID方法的2个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。

示例1: gen_meta_key

/**
* A function which emits a meta key into the key builder.  This is required because shader code may
* be dependent on properties of the effect that the effect itself doesn't use
* in its key (e.g. the pixel format of textures used). So we create a meta-key for
* every effect using this function. It is also responsible for inserting the effect's class ID
* which must be different for every GrProcessor subclass. It can fail if an effect uses too many
* transforms, etc, for the space allotted in the meta-key.  NOTE, both FPs and GPs share this
* function because it is hairy, though FPs do not have attribs, and GPs do not have transforms
*/
static bool gen_meta_key(const GrProcessor& proc,
                         const GrGLSLCaps& glslCaps,
                         uint32_t transformKey,
                         GrProcessorKeyBuilder* b) {
    size_t processorKeySize = b->size();
    uint32_t classID = proc.classID();

    // Currently we allow 16 bits for the class id and the overall processor key size.
    static const uint32_t kMetaKeyInvalidMask = ~((uint32_t)SK_MaxU16);
    if ((processorKeySize | classID) & kMetaKeyInvalidMask) {
        return false;
    }

    add_texture_key(b, proc, glslCaps);

    uint32_t* key = b->add32n(2);
    key[0] = (classID << 16) | SkToU32(processorKeySize);
    key[1] = transformKey;
    return true;
}
开发者ID:OwenTan,项目名称:skia,代码行数:29,代码来源:GrVkProgramDesc.cpp

示例2: get_meta_key

/**
 * A function which emits a meta key into the key builder.  This is required because shader code may
 * be dependent on properties of the effect that the effect itself doesn't use
 * in its key (e.g. the pixel format of textures used). So we create a meta-key for
 * every effect using this function. It is also responsible for inserting the effect's class ID
 * which must be different for every GrProcessor subclass. It can fail if an effect uses too many
 * textures, transforms, etc, for the space allotted in the meta-key.  NOTE, both FPs and GPs share
 * this function because it is hairy, though FPs do not have attribs, and GPs do not have transforms
 */
static bool get_meta_key(const GrProcessor& proc,
                         const GrGLCaps& caps,
                         uint32_t transformKey,
                         GrProcessorKeyBuilder* b) {
    size_t processorKeySize = b->size();
    uint32_t textureKey = gen_texture_key(proc, caps);
    uint32_t classID = proc.classID();

    // Currently we allow 16 bits for each of the above portions of the meta-key. Fail if they
    // don't fit.
    static const uint32_t kMetaKeyInvalidMask = ~((uint32_t) SK_MaxU16);
    if ((textureKey | transformKey | classID) & kMetaKeyInvalidMask) {
        return false;
    }
    if (processorKeySize > SK_MaxU16) {
        return false;
    }

    uint32_t* key = b->add32n(2);
    key[0] = (textureKey << 16 | transformKey);
    key[1] = (classID << 16 | SkToU16(processorKeySize));
    return true;
}
开发者ID:WangCrystal,项目名称:skia,代码行数:32,代码来源:GrGLProgramDesc.cpp


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