/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrSimpleTextureEffect.h" #include "GrInvariantOutput.h" #include "GrTexture.h" #include "glsl/GrGLSLFragmentProcessor.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" class GrGLSimpleTextureEffect : public GrGLSLFragmentProcessor { public: void emitCode(EmitArgs& args) override { GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; fragBuilder->codeAppendf("%s = ", args.fOutputColor); fragBuilder->appendTextureLookupAndModulate(args.fInputColor, args.fTexSamplers[0], args.fCoords[0].c_str(), args.fCoords[0].getType()); fragBuilder->codeAppend(";"); } private: typedef GrGLSLFragmentProcessor INHERITED; }; /////////////////////////////////////////////////////////////////////////////// void GrSimpleTextureEffect::onComputeInvariantOutput(GrInvariantOutput* inout) const { this->updateInvariantOutputForModulation(inout); } void GrSimpleTextureEffect::onGetGLSLProcessorKey(const GrGLSLCaps& caps, GrProcessorKeyBuilder* b) const { GrGLSimpleTextureEffect::GenKey(*this, caps, b); } GrGLSLFragmentProcessor* GrSimpleTextureEffect::onCreateGLSLInstance() const { return new GrGLSimpleTextureEffect; } /////////////////////////////////////////////////////////////////////////////// GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrSimpleTextureEffect); sk_sp GrSimpleTextureEffect::TestCreate(GrProcessorTestData* d) { int texIdx = d->fRandom->nextBool() ? GrProcessorUnitTest::kSkiaPMTextureIdx : GrProcessorUnitTest::kAlphaTextureIdx; static const SkShader::TileMode kTileModes[] = { SkShader::kClamp_TileMode, SkShader::kRepeat_TileMode, SkShader::kMirror_TileMode, }; SkShader::TileMode tileModes[] = { kTileModes[d->fRandom->nextULessThan(SK_ARRAY_COUNT(kTileModes))], kTileModes[d->fRandom->nextULessThan(SK_ARRAY_COUNT(kTileModes))], }; GrTextureParams params(tileModes, d->fRandom->nextBool() ? GrTextureParams::kBilerp_FilterMode : GrTextureParams::kNone_FilterMode); static const GrCoordSet kCoordSets[] = { kLocal_GrCoordSet, kDevice_GrCoordSet }; GrCoordSet coordSet = kCoordSets[d->fRandom->nextULessThan(SK_ARRAY_COUNT(kCoordSets))]; const SkMatrix& matrix = GrTest::TestMatrix(d->fRandom); return GrSimpleTextureEffect::Make(d->fTextures[texIdx], matrix, coordSet); }