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_CoordinateSpaces, 128, 128, false, 5) {
draw(SkCanvas * canvas)5*c8dee2aaSAndroid Build Coastguard Worker void draw(SkCanvas* canvas) {
6*c8dee2aaSAndroid Build Coastguard Worker const char* sksl =
7*c8dee2aaSAndroid Build Coastguard Worker "uniform shader image;"
8*c8dee2aaSAndroid Build Coastguard Worker "half4 main(float2 coord) {"
9*c8dee2aaSAndroid Build Coastguard Worker " coord.x += sin(coord.y / 3) * 4;" // Displace each row by up to 4 pixels
10*c8dee2aaSAndroid Build Coastguard Worker " return image.eval(coord);"
11*c8dee2aaSAndroid Build Coastguard Worker "}";
12*c8dee2aaSAndroid Build Coastguard Worker
13*c8dee2aaSAndroid Build Coastguard Worker // Draw the SkSL shader, with an image shader bound to `image`: // SK_FOLD_START
14*c8dee2aaSAndroid Build Coastguard Worker
15*c8dee2aaSAndroid Build Coastguard Worker // Turn `image` into an SkShader:
16*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> imageShader = image->makeShader(SkSamplingOptions(SkFilterMode::kLinear));
17*c8dee2aaSAndroid Build Coastguard Worker
18*c8dee2aaSAndroid Build Coastguard Worker // Parse the SkSL, and create an SkRuntimeEffect object:
19*c8dee2aaSAndroid Build Coastguard Worker auto [effect, err] = SkRuntimeEffect::MakeForShader(SkString(sksl));
20*c8dee2aaSAndroid Build Coastguard Worker
21*c8dee2aaSAndroid Build Coastguard Worker // SkRuntimeEffect::makeShader expects an SkSpan<ChildPtr>, one per `uniform shader`:
22*c8dee2aaSAndroid Build Coastguard Worker SkRuntimeEffect::ChildPtr children[] = { imageShader };
23*c8dee2aaSAndroid Build Coastguard Worker
24*c8dee2aaSAndroid Build Coastguard Worker // Create an SkShader from our SkSL, with `imageShader` bound to `image`:
25*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> myShader = effect->makeShader(/*uniforms=*/ nullptr,
26*c8dee2aaSAndroid Build Coastguard Worker /*children=*/ { children, 1 });
27*c8dee2aaSAndroid Build Coastguard Worker
28*c8dee2aaSAndroid Build Coastguard Worker // Fill the surface with `myShader`:
29*c8dee2aaSAndroid Build Coastguard Worker SkPaint p;
30*c8dee2aaSAndroid Build Coastguard Worker p.setShader(myShader);
31*c8dee2aaSAndroid Build Coastguard Worker canvas->drawPaint(p);
32*c8dee2aaSAndroid Build Coastguard Worker // SK_FOLD_END
33*c8dee2aaSAndroid Build Coastguard Worker }
34*c8dee2aaSAndroid Build Coastguard Worker } // END FIDDLE
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