skia2/src/sksl/SkSLCPP.h
Ethan Nicholas e9d172af84 converted ConstColorProcessor to SkSL
Bug: skia:
Change-Id: Ic3b18f82c1ab940637fb26dec1cf376dd859b35d
Reviewed-on: https://skia-review.googlesource.com/73720
Reviewed-by: Brian Salomon <bsalomon@google.com>
Commit-Queue: Ethan Nicholas <ethannicholas@google.com>
2017-11-20 20:34:38 +00:00

61 lines
1.2 KiB
C++

/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SKSL_CPP
#define SKSL_CPP
// functions used by CPP programs created by skslc
#include <cmath>
#include "SkPoint.h"
using std::abs;
struct Float4 {
Float4(float x, float y, float z, float w)
: fX(x)
, fY(y)
, fZ(z)
, fW(w) {}
operator SkRect() const {
return SkRect::MakeLTRB(fX, fY, fZ, fW);
}
operator GrColor4f() const {
return GrColor4f(fX, fY, fZ, fW);
}
private:
float fX;
float fY;
float fZ;
float fW;
};
// macros to make sk_Caps.<cap name> work from C++ code
#define sk_Caps (*args.fShaderCaps)
#define floatIs32Bits floatIs32Bits()
// functions to make GLSL constructors work from C++ code
inline SkPoint float2(float xy) { return SkPoint::Make(xy, xy); }
inline SkPoint float2(float x, float y) { return SkPoint::Make(x, y); }
inline Float4 float4(float xyzw) { return Float4(xyzw, xyzw, xyzw, xyzw); }
inline Float4 float4(float x, float y, float z, float w) { return Float4(x, y, z, w); }
#define half2 float2
#define half3 float3
#define half4 float4
#endif