3fd3cc94c3
This extends the runStriped to all for return data. GPU impl not done yet, will be done in a follow-on CL. Change-Id: Ib107d2945f6fdb34ce1b5405a6c88a5ae7e9f7ac Reviewed-on: https://skia-review.googlesource.com/c/skia/+/221539 Reviewed-by: Brian Osman <brianosman@google.com> Commit-Queue: Mike Reed <reed@google.com>
75 lines
1.9 KiB
C++
75 lines
1.9 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 "tools/Resources.h"
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#include <stddef.h>
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extern sk_sp<SkShader> SkRuntimeShaderMaker(SkString sksl, sk_sp<SkData> inputs,
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const SkMatrix* localMatrix, bool isOpaque);
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const char* gProg = R"(
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layout(ctype=float) in uniform half4 gColor;
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half4 main(in float x, in float y) {
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return 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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class RuntimeShader : public skiagm::GM {
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public:
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RuntimeShader() {
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fName.printf("runtime_shader");
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}
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protected:
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bool runAsBench() const override { return true; }
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SkString onShortName() override {
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return fName;
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}
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SkISize onISize() override {
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return SkISize::Make(512, 256);
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}
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void onOnceBeforeDraw() override {
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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, 1, 0, 1};
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fShader = SkRuntimeShaderMaker(SkString(gProg), fData, &localM, true);
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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(fShader);
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canvas->drawRect({0, 0, 256, 256}, p);
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}
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private:
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SkString fName;
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sk_sp<SkData> fData;
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sk_sp<SkShader> fShader;
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typedef skiagm::GM INHERITED;
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};
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DEF_GM(return new RuntimeShader;)
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