| // Copyright 2024 Google LLC. |
| // Use of this source code is governed by a BSD-style license that can be found in the LICENSE file. |
| #include "tools/fiddle/examples.h" |
| REG_FIDDLE(SkSL_EvaluatingImageShader, 128, 128, false, 5) { |
| void draw(SkCanvas* canvas) { |
| // Turn `image` into an SkShader: |
| sk_sp<SkShader> imageShader = image->makeShader(SkSamplingOptions(SkFilterMode::kLinear)); |
| |
| const char* sksl = |
| "uniform shader image;" |
| "half4 main(float2 coord) {" |
| " return image.eval(coord).bgra;" // Sample 'image', then swap red and blue |
| "}"; |
| |
| // Parse the SkSL, and create an SkRuntimeEffect object: |
| auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl)); |
| |
| // SkRuntimeEffect::makeShader expects an SkSpan<ChildPtr>, one per `uniform shader`: |
| SkRuntimeEffect::ChildPtr children[] = { imageShader }; |
| |
| // Create an SkShader from our SkSL, with `imageShader` bound to `image`: |
| sk_sp<SkShader> myShader = effect->makeShader(/*uniforms=*/ nullptr, |
| /*children=*/ { children, 1 }); |
| |
| // Fill the surface with `myShader`: |
| SkPaint p; |
| p.setShader(myShader); |
| canvas->drawPaint(p); |
| } |
| } // END FIDDLE |