#ifndef _RSGSAMPLERS_HPP
#define _RSGSAMPLERS_HPP
/*-------------------------------------------------------------------------
 * drawElements Quality Program Random Shader Generator
 * ----------------------------------------------------
 *
 * Copyright 2014 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 *
 *//*!
 * \file
 * \brief Samplers.
 *//*--------------------------------------------------------------------*/

#include "rsgDefs.hpp"
#include "tcuTexture.hpp"

#include <map>

namespace rsg
{

class Sampler2D
{
public:
	Sampler2D (void)
		: m_texture	(DE_NULL)
		, m_sampler	()
	{
	}

	Sampler2D (const tcu::Texture2D* texture, const tcu::Sampler& sampler)
		: m_texture	(texture)
		, m_sampler	(sampler)
	{
	}

	inline tcu::Vec4 sample (float s, float t, float lod) const
	{
		return m_texture->sample(m_sampler, s, t, lod);
	}

private:
	const tcu::Texture2D*		m_texture;
	tcu::Sampler				m_sampler;
};

class SamplerCube
{
public:
	SamplerCube (void)
		: m_texture	(DE_NULL)
		, m_sampler	()
	{
	}

	SamplerCube (const tcu::TextureCube* texture, const tcu::Sampler& sampler)
		: m_texture	(texture)
		, m_sampler	(sampler)
	{
	}

	inline tcu::Vec4 sample (float s, float t, float r, float lod) const
	{
		return m_texture->sample(m_sampler, s, t, r, lod);
	}

private:
	const tcu::TextureCube*		m_texture;
	tcu::Sampler				m_sampler;
};

typedef std::map<int, Sampler2D>	Sampler2DMap;
typedef std::map<int, SamplerCube>	SamplerCubeMap;

} // rsg

#endif // _RSGSAMPLERS_HPP