#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 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 Sampler2DMap; typedef std::map SamplerCubeMap; } // rsg #endif // _RSGSAMPLERS_HPP