/*
* 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.fSamplers[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);
const GrFragmentProcessor* 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::Create(d->fTextures[texIdx], matrix, coordSet);
}