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#ifndef _RSGSAMPLERS_HPP
#define _RSGSAMPLERS_HPP
/*-------------------------------------------------------------------------
* drawElements Quality Program Random Shader Generator
* ----------------------------------------------------
*
* Copyright 2014 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*
*//*!
* \file
* \brief Samplers.
*//*--------------------------------------------------------------------*/
#include "rsgDefs.hpp"
#include "tcuTexture.hpp"
#include <map>
namespace rsg
{
class Sampler2D
{
public:
Sampler2D (void)
: m_texture (DE_NULL)
, m_sampler ()
{
}
Sampler2D (const tcu::Texture2D* texture, const tcu::Sampler& sampler)
: m_texture (texture)
, m_sampler (sampler)
{
}
inline tcu::Vec4 sample (float s, float t, float lod) const
{
return m_texture->sample(m_sampler, s, t, lod);
}
private:
const tcu::Texture2D* m_texture;
tcu::Sampler m_sampler;
};
class SamplerCube
{
public:
SamplerCube (void)
: m_texture (DE_NULL)
, m_sampler ()
{
}
SamplerCube (const tcu::TextureCube* texture, const tcu::Sampler& sampler)
: m_texture (texture)
, m_sampler (sampler)
{
}
inline tcu::Vec4 sample (float s, float t, float r, float lod) const
{
return m_texture->sample(m_sampler, s, t, r, lod);
}
private:
const tcu::TextureCube* m_texture;
tcu::Sampler m_sampler;
};
typedef std::map<int, Sampler2D> Sampler2DMap;
typedef std::map<int, SamplerCube> SamplerCubeMap;
} // rsg
#endif // _RSGSAMPLERS_HPP