skia2/gm/runtimeshader.cpp
Brian Osman 7e16b58b5a SkRuntimeShaderMaker -> SkRuntimeShaderFactory
This refactor makes it work like the runtime color filter, where inputs
can be updated without generating a new shader key every time.

Change-Id: Ic1762aebae96fd8b7a8a74fb200bc02ec08cc029
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/235798
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Brian Osman <brianosman@google.com>
2019-08-21 18:22:33 +00:00

64 lines
1.7 KiB
C++

/*
* Copyright 2019 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm/gm.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColorFilter.h"
#include "include/core/SkData.h"
#include "include/core/SkImage.h"
#include "include/core/SkPaint.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkSize.h"
#include "include/core/SkString.h"
#include "src/core/SkColorFilterPriv.h"
#include "src/core/SkReadBuffer.h"
#include "src/core/SkWriteBuffer.h"
#include "src/shaders/SkRTShader.h"
#include "tools/Resources.h"
#include <stddef.h>
const char* gProg = R"(
layout(ctype=SkRect) in uniform half4 gColor;
void main(float x, float y, inout half4 color) {
color = half4(half(x)*(1.0/255), half(y)*(1.0/255), gColor.b, 1);
}
)";
static sk_sp<SkShader> gShader;
class RuntimeShader : public skiagm::GM {
sk_sp<SkData> fData;
bool runAsBench() const override { return true; }
SkString onShortName() override { return SkString("runtime_shader"); }
SkISize onISize() override { return {512, 256}; }
void onOnceBeforeDraw() override {
// use global to pass gl persistent cache test in dm
if (!gShader) {
SkMatrix localM;
localM.setRotate(90, 128, 128);
fData = SkData::MakeUninitialized(sizeof(SkColor4f));
SkColor4f* c = (SkColor4f*)fData->writable_data();
*c = {1, 0, 0, 1};
gShader = SkRuntimeShaderFactory(SkString(gProg), true).make(fData, &localM);
}
}
void onDraw(SkCanvas* canvas) override {
SkPaint p;
p.setShader(gShader);
canvas->drawRect({0, 0, 256, 256}, p);
}
};
DEF_GM(return new RuntimeShader;)