7e16b58b5a
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>
64 lines
1.7 KiB
C++
64 lines
1.7 KiB
C++
/*
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* Copyright 2019 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm/gm.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColorFilter.h"
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#include "include/core/SkData.h"
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#include "include/core/SkImage.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkSize.h"
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#include "include/core/SkString.h"
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#include "src/core/SkColorFilterPriv.h"
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#include "src/core/SkReadBuffer.h"
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#include "src/core/SkWriteBuffer.h"
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#include "src/shaders/SkRTShader.h"
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#include "tools/Resources.h"
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#include <stddef.h>
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const char* gProg = R"(
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layout(ctype=SkRect) in uniform half4 gColor;
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void main(float x, float y, inout half4 color) {
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color = half4(half(x)*(1.0/255), half(y)*(1.0/255), gColor.b, 1);
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}
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)";
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static sk_sp<SkShader> gShader;
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class RuntimeShader : public skiagm::GM {
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sk_sp<SkData> fData;
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bool runAsBench() const override { return true; }
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SkString onShortName() override { return SkString("runtime_shader"); }
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SkISize onISize() override { return {512, 256}; }
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void onOnceBeforeDraw() override {
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// use global to pass gl persistent cache test in dm
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if (!gShader) {
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SkMatrix localM;
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localM.setRotate(90, 128, 128);
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fData = SkData::MakeUninitialized(sizeof(SkColor4f));
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SkColor4f* c = (SkColor4f*)fData->writable_data();
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*c = {1, 0, 0, 1};
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gShader = SkRuntimeShaderFactory(SkString(gProg), true).make(fData, &localM);
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}
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}
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void onDraw(SkCanvas* canvas) override {
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SkPaint p;
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p.setShader(gShader);
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canvas->drawRect({0, 0, 256, 256}, p);
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}
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};
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DEF_GM(return new RuntimeShader;)
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