xref: /aosp_15_r20/external/skia/docs/examples/SkSL_EvaluatingImageShader.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker // Copyright 2024 Google LLC.
2*c8dee2aaSAndroid Build Coastguard Worker // Use of this source code is governed by a BSD-style license that can be found in the LICENSE file.
3*c8dee2aaSAndroid Build Coastguard Worker #include "tools/fiddle/examples.h"
4*c8dee2aaSAndroid Build Coastguard Worker REG_FIDDLE(SkSL_EvaluatingImageShader, 128, 128, false, 5) {
draw(SkCanvas * canvas)5*c8dee2aaSAndroid Build Coastguard Worker void draw(SkCanvas* canvas) {
6*c8dee2aaSAndroid Build Coastguard Worker   // Turn `image` into an SkShader:
7*c8dee2aaSAndroid Build Coastguard Worker   sk_sp<SkShader> imageShader = image->makeShader(SkSamplingOptions(SkFilterMode::kLinear));
8*c8dee2aaSAndroid Build Coastguard Worker 
9*c8dee2aaSAndroid Build Coastguard Worker   const char* sksl =
10*c8dee2aaSAndroid Build Coastguard Worker     "uniform shader image;"
11*c8dee2aaSAndroid Build Coastguard Worker     "half4 main(float2 coord) {"
12*c8dee2aaSAndroid Build Coastguard Worker     "  return image.eval(coord).bgra;"  // Sample 'image', then swap red and blue
13*c8dee2aaSAndroid Build Coastguard Worker     "}";
14*c8dee2aaSAndroid Build Coastguard Worker 
15*c8dee2aaSAndroid Build Coastguard Worker   // Parse the SkSL, and create an SkRuntimeEffect object:
16*c8dee2aaSAndroid Build Coastguard Worker   auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl));
17*c8dee2aaSAndroid Build Coastguard Worker 
18*c8dee2aaSAndroid Build Coastguard Worker   // SkRuntimeEffect::makeShader expects an SkSpan<ChildPtr>, one per `uniform shader`:
19*c8dee2aaSAndroid Build Coastguard Worker   SkRuntimeEffect::ChildPtr children[] = { imageShader };
20*c8dee2aaSAndroid Build Coastguard Worker 
21*c8dee2aaSAndroid Build Coastguard Worker   // Create an SkShader from our SkSL, with `imageShader` bound to `image`:
22*c8dee2aaSAndroid Build Coastguard Worker   sk_sp<SkShader> myShader = effect->makeShader(/*uniforms=*/ nullptr,
23*c8dee2aaSAndroid Build Coastguard Worker                                                 /*children=*/ { children, 1 });
24*c8dee2aaSAndroid Build Coastguard Worker 
25*c8dee2aaSAndroid Build Coastguard Worker   // Fill the surface with `myShader`:
26*c8dee2aaSAndroid Build Coastguard Worker   SkPaint p;
27*c8dee2aaSAndroid Build Coastguard Worker   p.setShader(myShader);
28*c8dee2aaSAndroid Build Coastguard Worker   canvas->drawPaint(p);
29*c8dee2aaSAndroid Build Coastguard Worker }
30*c8dee2aaSAndroid Build Coastguard Worker }  // END FIDDLE
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