blob: c7c0caf4cfdc0460cbe6b75bd741f3a89a6e8b61 [file] [log] [blame]
#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;
} // namespace rsg
#endif // _RSGSAMPLERS_HPP