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1 /*
2  * Copyright 2013 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "SkDither.h"
9 #include "SkPerlinNoiseShader.h"
10 #include "SkColorFilter.h"
11 #include "SkReadBuffer.h"
12 #include "SkWriteBuffer.h"
13 #include "SkShader.h"
14 #include "SkUnPreMultiply.h"
15 #include "SkString.h"
16 
17 #if SK_SUPPORT_GPU
18 #include "GrContext.h"
19 #include "GrCoordTransform.h"
20 #include "gl/GrGLProcessor.h"
21 #include "gl/builders/GrGLProgramBuilder.h"
22 #include "GrTBackendProcessorFactory.h"
23 #include "SkGr.h"
24 #endif
25 
26 static const int kBlockSize = 256;
27 static const int kBlockMask = kBlockSize - 1;
28 static const int kPerlinNoise = 4096;
29 static const int kRandMaximum = SK_MaxS32; // 2**31 - 1
30 
31 namespace {
32 
33 // noiseValue is the color component's value (or color)
34 // limitValue is the maximum perlin noise array index value allowed
35 // newValue is the current noise dimension (either width or height)
checkNoise(int noiseValue,int limitValue,int newValue)36 inline int checkNoise(int noiseValue, int limitValue, int newValue) {
37     // If the noise value would bring us out of bounds of the current noise array while we are
38     // stiching noise tiles together, wrap the noise around the current dimension of the noise to
39     // stay within the array bounds in a continuous fashion (so that tiling lines are not visible)
40     if (noiseValue >= limitValue) {
41         noiseValue -= newValue;
42     }
43     return noiseValue;
44 }
45 
smoothCurve(SkScalar t)46 inline SkScalar smoothCurve(SkScalar t) {
47     static const SkScalar SK_Scalar3 = 3.0f;
48 
49     // returns t * t * (3 - 2 * t)
50     return SkScalarMul(SkScalarSquare(t), SK_Scalar3 - 2 * t);
51 }
52 
perlin_noise_type_is_valid(SkPerlinNoiseShader::Type type)53 bool perlin_noise_type_is_valid(SkPerlinNoiseShader::Type type) {
54     return (SkPerlinNoiseShader::kFractalNoise_Type == type) ||
55            (SkPerlinNoiseShader::kTurbulence_Type == type);
56 }
57 
58 } // end namespace
59 
60 struct SkPerlinNoiseShader::StitchData {
StitchDataSkPerlinNoiseShader::StitchData61     StitchData()
62       : fWidth(0)
63       , fWrapX(0)
64       , fHeight(0)
65       , fWrapY(0)
66     {}
67 
operator ==SkPerlinNoiseShader::StitchData68     bool operator==(const StitchData& other) const {
69         return fWidth == other.fWidth &&
70                fWrapX == other.fWrapX &&
71                fHeight == other.fHeight &&
72                fWrapY == other.fWrapY;
73     }
74 
75     int fWidth; // How much to subtract to wrap for stitching.
76     int fWrapX; // Minimum value to wrap.
77     int fHeight;
78     int fWrapY;
79 };
80 
81 struct SkPerlinNoiseShader::PaintingData {
PaintingDataSkPerlinNoiseShader::PaintingData82     PaintingData(const SkISize& tileSize, SkScalar seed,
83                  SkScalar baseFrequencyX, SkScalar baseFrequencyY,
84                  const SkMatrix& matrix)
85     {
86         SkVector wavelength = SkVector::Make(SkScalarInvert(baseFrequencyX),
87                                              SkScalarInvert(baseFrequencyY));
88         matrix.mapVectors(&wavelength, 1);
89         fBaseFrequency.fX = SkScalarInvert(wavelength.fX);
90         fBaseFrequency.fY = SkScalarInvert(wavelength.fY);
91         SkVector sizeVec = SkVector::Make(SkIntToScalar(tileSize.fWidth),
92                                           SkIntToScalar(tileSize.fHeight));
93         matrix.mapVectors(&sizeVec, 1);
94         fTileSize.fWidth = SkScalarRoundToInt(sizeVec.fX);
95         fTileSize.fHeight = SkScalarRoundToInt(sizeVec.fY);
96         this->init(seed);
97         if (!fTileSize.isEmpty()) {
98             this->stitch();
99         }
100 
101 #if SK_SUPPORT_GPU
102         fPermutationsBitmap.setInfo(SkImageInfo::MakeA8(kBlockSize, 1));
103         fPermutationsBitmap.setPixels(fLatticeSelector);
104 
105         fNoiseBitmap.setInfo(SkImageInfo::MakeN32Premul(kBlockSize, 4));
106         fNoiseBitmap.setPixels(fNoise[0][0]);
107 #endif
108     }
109 
110     int         fSeed;
111     uint8_t     fLatticeSelector[kBlockSize];
112     uint16_t    fNoise[4][kBlockSize][2];
113     SkPoint     fGradient[4][kBlockSize];
114     SkISize     fTileSize;
115     SkVector    fBaseFrequency;
116     StitchData  fStitchDataInit;
117 
118 private:
119 
120 #if SK_SUPPORT_GPU
121     SkBitmap   fPermutationsBitmap;
122     SkBitmap   fNoiseBitmap;
123 #endif
124 
randomSkPerlinNoiseShader::PaintingData125     inline int random()  {
126         static const int gRandAmplitude = 16807; // 7**5; primitive root of m
127         static const int gRandQ = 127773; // m / a
128         static const int gRandR = 2836; // m % a
129 
130         int result = gRandAmplitude * (fSeed % gRandQ) - gRandR * (fSeed / gRandQ);
131         if (result <= 0)
132             result += kRandMaximum;
133         fSeed = result;
134         return result;
135     }
136 
137     // Only called once. Could be part of the constructor.
initSkPerlinNoiseShader::PaintingData138     void init(SkScalar seed)
139     {
140         static const SkScalar gInvBlockSizef = SkScalarInvert(SkIntToScalar(kBlockSize));
141 
142         // According to the SVG spec, we must truncate (not round) the seed value.
143         fSeed = SkScalarTruncToInt(seed);
144         // The seed value clamp to the range [1, kRandMaximum - 1].
145         if (fSeed <= 0) {
146             fSeed = -(fSeed % (kRandMaximum - 1)) + 1;
147         }
148         if (fSeed > kRandMaximum - 1) {
149             fSeed = kRandMaximum - 1;
150         }
151         for (int channel = 0; channel < 4; ++channel) {
152             for (int i = 0; i < kBlockSize; ++i) {
153                 fLatticeSelector[i] = i;
154                 fNoise[channel][i][0] = (random() % (2 * kBlockSize));
155                 fNoise[channel][i][1] = (random() % (2 * kBlockSize));
156             }
157         }
158         for (int i = kBlockSize - 1; i > 0; --i) {
159             int k = fLatticeSelector[i];
160             int j = random() % kBlockSize;
161             SkASSERT(j >= 0);
162             SkASSERT(j < kBlockSize);
163             fLatticeSelector[i] = fLatticeSelector[j];
164             fLatticeSelector[j] = k;
165         }
166 
167         // Perform the permutations now
168         {
169             // Copy noise data
170             uint16_t noise[4][kBlockSize][2];
171             for (int i = 0; i < kBlockSize; ++i) {
172                 for (int channel = 0; channel < 4; ++channel) {
173                     for (int j = 0; j < 2; ++j) {
174                         noise[channel][i][j] = fNoise[channel][i][j];
175                     }
176                 }
177             }
178             // Do permutations on noise data
179             for (int i = 0; i < kBlockSize; ++i) {
180                 for (int channel = 0; channel < 4; ++channel) {
181                     for (int j = 0; j < 2; ++j) {
182                         fNoise[channel][i][j] = noise[channel][fLatticeSelector[i]][j];
183                     }
184                 }
185             }
186         }
187 
188         // Half of the largest possible value for 16 bit unsigned int
189         static const SkScalar gHalfMax16bits = 32767.5f;
190 
191         // Compute gradients from permutated noise data
192         for (int channel = 0; channel < 4; ++channel) {
193             for (int i = 0; i < kBlockSize; ++i) {
194                 fGradient[channel][i] = SkPoint::Make(
195                     SkScalarMul(SkIntToScalar(fNoise[channel][i][0] - kBlockSize),
196                                 gInvBlockSizef),
197                     SkScalarMul(SkIntToScalar(fNoise[channel][i][1] - kBlockSize),
198                                 gInvBlockSizef));
199                 fGradient[channel][i].normalize();
200                 // Put the normalized gradient back into the noise data
201                 fNoise[channel][i][0] = SkScalarRoundToInt(SkScalarMul(
202                     fGradient[channel][i].fX + SK_Scalar1, gHalfMax16bits));
203                 fNoise[channel][i][1] = SkScalarRoundToInt(SkScalarMul(
204                     fGradient[channel][i].fY + SK_Scalar1, gHalfMax16bits));
205             }
206         }
207     }
208 
209     // Only called once. Could be part of the constructor.
stitchSkPerlinNoiseShader::PaintingData210     void stitch() {
211         SkScalar tileWidth  = SkIntToScalar(fTileSize.width());
212         SkScalar tileHeight = SkIntToScalar(fTileSize.height());
213         SkASSERT(tileWidth > 0 && tileHeight > 0);
214         // When stitching tiled turbulence, the frequencies must be adjusted
215         // so that the tile borders will be continuous.
216         if (fBaseFrequency.fX) {
217             SkScalar lowFrequencx =
218                 SkScalarFloorToScalar(tileWidth * fBaseFrequency.fX) / tileWidth;
219             SkScalar highFrequencx =
220                 SkScalarCeilToScalar(tileWidth * fBaseFrequency.fX) / tileWidth;
221             // BaseFrequency should be non-negative according to the standard.
222             if (SkScalarDiv(fBaseFrequency.fX, lowFrequencx) <
223                 SkScalarDiv(highFrequencx, fBaseFrequency.fX)) {
224                 fBaseFrequency.fX = lowFrequencx;
225             } else {
226                 fBaseFrequency.fX = highFrequencx;
227             }
228         }
229         if (fBaseFrequency.fY) {
230             SkScalar lowFrequency =
231                 SkScalarFloorToScalar(tileHeight * fBaseFrequency.fY) / tileHeight;
232             SkScalar highFrequency =
233                 SkScalarCeilToScalar(tileHeight * fBaseFrequency.fY) / tileHeight;
234             if (SkScalarDiv(fBaseFrequency.fY, lowFrequency) <
235                 SkScalarDiv(highFrequency, fBaseFrequency.fY)) {
236                 fBaseFrequency.fY = lowFrequency;
237             } else {
238                 fBaseFrequency.fY = highFrequency;
239             }
240         }
241         // Set up TurbulenceInitial stitch values.
242         fStitchDataInit.fWidth  =
243             SkScalarRoundToInt(tileWidth * fBaseFrequency.fX);
244         fStitchDataInit.fWrapX  = kPerlinNoise + fStitchDataInit.fWidth;
245         fStitchDataInit.fHeight =
246             SkScalarRoundToInt(tileHeight * fBaseFrequency.fY);
247         fStitchDataInit.fWrapY  = kPerlinNoise + fStitchDataInit.fHeight;
248     }
249 
250 public:
251 
252 #if SK_SUPPORT_GPU
getPermutationsBitmapSkPerlinNoiseShader::PaintingData253     const SkBitmap& getPermutationsBitmap() const { return fPermutationsBitmap; }
254 
getNoiseBitmapSkPerlinNoiseShader::PaintingData255     const SkBitmap& getNoiseBitmap() const { return fNoiseBitmap; }
256 #endif
257 };
258 
CreateFractalNoise(SkScalar baseFrequencyX,SkScalar baseFrequencyY,int numOctaves,SkScalar seed,const SkISize * tileSize)259 SkShader* SkPerlinNoiseShader::CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
260                                                   int numOctaves, SkScalar seed,
261                                                   const SkISize* tileSize) {
262     return SkNEW_ARGS(SkPerlinNoiseShader, (kFractalNoise_Type, baseFrequencyX, baseFrequencyY,
263                                             numOctaves, seed, tileSize));
264 }
265 
CreateTurbulence(SkScalar baseFrequencyX,SkScalar baseFrequencyY,int numOctaves,SkScalar seed,const SkISize * tileSize)266 SkShader* SkPerlinNoiseShader::CreateTurbulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
267                                               int numOctaves, SkScalar seed,
268                                               const SkISize* tileSize) {
269     return SkNEW_ARGS(SkPerlinNoiseShader, (kTurbulence_Type, baseFrequencyX, baseFrequencyY,
270                                             numOctaves, seed, tileSize));
271 }
272 
SkPerlinNoiseShader(SkPerlinNoiseShader::Type type,SkScalar baseFrequencyX,SkScalar baseFrequencyY,int numOctaves,SkScalar seed,const SkISize * tileSize)273 SkPerlinNoiseShader::SkPerlinNoiseShader(SkPerlinNoiseShader::Type type,
274                                          SkScalar baseFrequencyX,
275                                          SkScalar baseFrequencyY,
276                                          int numOctaves,
277                                          SkScalar seed,
278                                          const SkISize* tileSize)
279   : fType(type)
280   , fBaseFrequencyX(baseFrequencyX)
281   , fBaseFrequencyY(baseFrequencyY)
282   , fNumOctaves(numOctaves > 255 ? 255 : numOctaves/*[0,255] octaves allowed*/)
283   , fSeed(seed)
284   , fTileSize(NULL == tileSize ? SkISize::Make(0, 0) : *tileSize)
285   , fStitchTiles(!fTileSize.isEmpty())
286 {
287     SkASSERT(numOctaves >= 0 && numOctaves < 256);
288 }
289 
290 #ifdef SK_SUPPORT_LEGACY_DEEPFLATTENING
SkPerlinNoiseShader(SkReadBuffer & buffer)291 SkPerlinNoiseShader::SkPerlinNoiseShader(SkReadBuffer& buffer) : INHERITED(buffer) {
292     fType           = (SkPerlinNoiseShader::Type) buffer.readInt();
293     fBaseFrequencyX = buffer.readScalar();
294     fBaseFrequencyY = buffer.readScalar();
295     fNumOctaves     = buffer.readInt();
296     fSeed           = buffer.readScalar();
297     fStitchTiles    = buffer.readBool();
298     fTileSize.fWidth  = buffer.readInt();
299     fTileSize.fHeight = buffer.readInt();
300     buffer.validate(perlin_noise_type_is_valid(fType) &&
301                     (fNumOctaves >= 0) && (fNumOctaves <= 255) &&
302                     (fStitchTiles != fTileSize.isEmpty()));
303 }
304 #endif
305 
~SkPerlinNoiseShader()306 SkPerlinNoiseShader::~SkPerlinNoiseShader() {
307 }
308 
CreateProc(SkReadBuffer & buffer)309 SkFlattenable* SkPerlinNoiseShader::CreateProc(SkReadBuffer& buffer) {
310     Type type = (Type)buffer.readInt();
311     SkScalar freqX = buffer.readScalar();
312     SkScalar freqY = buffer.readScalar();
313     int octaves = buffer.readInt();
314     SkScalar seed = buffer.readScalar();
315     SkISize tileSize;
316     tileSize.fWidth = buffer.readInt();
317     tileSize.fHeight = buffer.readInt();
318 
319     switch (type) {
320         case kFractalNoise_Type:
321             return SkPerlinNoiseShader::CreateFractalNoise(freqX, freqY, octaves, seed, &tileSize);
322         case kTurbulence_Type:
323             return SkPerlinNoiseShader::CreateTubulence(freqX, freqY, octaves, seed, &tileSize);
324         default:
325             return NULL;
326     }
327 }
328 
flatten(SkWriteBuffer & buffer) const329 void SkPerlinNoiseShader::flatten(SkWriteBuffer& buffer) const {
330     buffer.writeInt((int) fType);
331     buffer.writeScalar(fBaseFrequencyX);
332     buffer.writeScalar(fBaseFrequencyY);
333     buffer.writeInt(fNumOctaves);
334     buffer.writeScalar(fSeed);
335     buffer.writeInt(fTileSize.fWidth);
336     buffer.writeInt(fTileSize.fHeight);
337 }
338 
noise2D(int channel,const StitchData & stitchData,const SkPoint & noiseVector) const339 SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::noise2D(
340         int channel, const StitchData& stitchData, const SkPoint& noiseVector) const {
341     struct Noise {
342         int noisePositionIntegerValue;
343         int nextNoisePositionIntegerValue;
344         SkScalar noisePositionFractionValue;
345         Noise(SkScalar component)
346         {
347             SkScalar position = component + kPerlinNoise;
348             noisePositionIntegerValue = SkScalarFloorToInt(position);
349             noisePositionFractionValue = position - SkIntToScalar(noisePositionIntegerValue);
350             nextNoisePositionIntegerValue = noisePositionIntegerValue + 1;
351         }
352     };
353     Noise noiseX(noiseVector.x());
354     Noise noiseY(noiseVector.y());
355     SkScalar u, v;
356     const SkPerlinNoiseShader& perlinNoiseShader = static_cast<const SkPerlinNoiseShader&>(fShader);
357     // If stitching, adjust lattice points accordingly.
358     if (perlinNoiseShader.fStitchTiles) {
359         noiseX.noisePositionIntegerValue =
360             checkNoise(noiseX.noisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth);
361         noiseY.noisePositionIntegerValue =
362             checkNoise(noiseY.noisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight);
363         noiseX.nextNoisePositionIntegerValue =
364             checkNoise(noiseX.nextNoisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth);
365         noiseY.nextNoisePositionIntegerValue =
366             checkNoise(noiseY.nextNoisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight);
367     }
368     noiseX.noisePositionIntegerValue &= kBlockMask;
369     noiseY.noisePositionIntegerValue &= kBlockMask;
370     noiseX.nextNoisePositionIntegerValue &= kBlockMask;
371     noiseY.nextNoisePositionIntegerValue &= kBlockMask;
372     int i =
373         fPaintingData->fLatticeSelector[noiseX.noisePositionIntegerValue];
374     int j =
375         fPaintingData->fLatticeSelector[noiseX.nextNoisePositionIntegerValue];
376     int b00 = (i + noiseY.noisePositionIntegerValue) & kBlockMask;
377     int b10 = (j + noiseY.noisePositionIntegerValue) & kBlockMask;
378     int b01 = (i + noiseY.nextNoisePositionIntegerValue) & kBlockMask;
379     int b11 = (j + noiseY.nextNoisePositionIntegerValue) & kBlockMask;
380     SkScalar sx = smoothCurve(noiseX.noisePositionFractionValue);
381     SkScalar sy = smoothCurve(noiseY.noisePositionFractionValue);
382     // This is taken 1:1 from SVG spec: http://www.w3.org/TR/SVG11/filters.html#feTurbulenceElement
383     SkPoint fractionValue = SkPoint::Make(noiseX.noisePositionFractionValue,
384                                           noiseY.noisePositionFractionValue); // Offset (0,0)
385     u = fPaintingData->fGradient[channel][b00].dot(fractionValue);
386     fractionValue.fX -= SK_Scalar1; // Offset (-1,0)
387     v = fPaintingData->fGradient[channel][b10].dot(fractionValue);
388     SkScalar a = SkScalarInterp(u, v, sx);
389     fractionValue.fY -= SK_Scalar1; // Offset (-1,-1)
390     v = fPaintingData->fGradient[channel][b11].dot(fractionValue);
391     fractionValue.fX = noiseX.noisePositionFractionValue; // Offset (0,-1)
392     u = fPaintingData->fGradient[channel][b01].dot(fractionValue);
393     SkScalar b = SkScalarInterp(u, v, sx);
394     return SkScalarInterp(a, b, sy);
395 }
396 
calculateTurbulenceValueForPoint(int channel,StitchData & stitchData,const SkPoint & point) const397 SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::calculateTurbulenceValueForPoint(
398         int channel, StitchData& stitchData, const SkPoint& point) const {
399     const SkPerlinNoiseShader& perlinNoiseShader = static_cast<const SkPerlinNoiseShader&>(fShader);
400     if (perlinNoiseShader.fStitchTiles) {
401         // Set up TurbulenceInitial stitch values.
402         stitchData = fPaintingData->fStitchDataInit;
403     }
404     SkScalar turbulenceFunctionResult = 0;
405     SkPoint noiseVector(SkPoint::Make(SkScalarMul(point.x(), fPaintingData->fBaseFrequency.fX),
406                                       SkScalarMul(point.y(), fPaintingData->fBaseFrequency.fY)));
407     SkScalar ratio = SK_Scalar1;
408     for (int octave = 0; octave < perlinNoiseShader.fNumOctaves; ++octave) {
409         SkScalar noise = noise2D(channel, stitchData, noiseVector);
410         turbulenceFunctionResult += SkScalarDiv(
411             (perlinNoiseShader.fType == kFractalNoise_Type) ? noise : SkScalarAbs(noise), ratio);
412         noiseVector.fX *= 2;
413         noiseVector.fY *= 2;
414         ratio *= 2;
415         if (perlinNoiseShader.fStitchTiles) {
416             // Update stitch values
417             stitchData.fWidth  *= 2;
418             stitchData.fWrapX   = stitchData.fWidth + kPerlinNoise;
419             stitchData.fHeight *= 2;
420             stitchData.fWrapY   = stitchData.fHeight + kPerlinNoise;
421         }
422     }
423 
424     // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2
425     // by fractalNoise and (turbulenceFunctionResult) by turbulence.
426     if (perlinNoiseShader.fType == kFractalNoise_Type) {
427         turbulenceFunctionResult =
428             SkScalarMul(turbulenceFunctionResult, SK_ScalarHalf) + SK_ScalarHalf;
429     }
430 
431     if (channel == 3) { // Scale alpha by paint value
432         turbulenceFunctionResult = SkScalarMul(turbulenceFunctionResult,
433             SkScalarDiv(SkIntToScalar(getPaintAlpha()), SkIntToScalar(255)));
434     }
435 
436     // Clamp result
437     return SkScalarPin(turbulenceFunctionResult, 0, SK_Scalar1);
438 }
439 
shade(const SkPoint & point,StitchData & stitchData) const440 SkPMColor SkPerlinNoiseShader::PerlinNoiseShaderContext::shade(
441         const SkPoint& point, StitchData& stitchData) const {
442     SkPoint newPoint;
443     fMatrix.mapPoints(&newPoint, &point, 1);
444     newPoint.fX = SkScalarRoundToScalar(newPoint.fX);
445     newPoint.fY = SkScalarRoundToScalar(newPoint.fY);
446 
447     U8CPU rgba[4];
448     for (int channel = 3; channel >= 0; --channel) {
449         rgba[channel] = SkScalarFloorToInt(255 *
450             calculateTurbulenceValueForPoint(channel, stitchData, newPoint));
451     }
452     return SkPreMultiplyARGB(rgba[3], rgba[0], rgba[1], rgba[2]);
453 }
454 
onCreateContext(const ContextRec & rec,void * storage) const455 SkShader::Context* SkPerlinNoiseShader::onCreateContext(const ContextRec& rec,
456                                                         void* storage) const {
457     return SkNEW_PLACEMENT_ARGS(storage, PerlinNoiseShaderContext, (*this, rec));
458 }
459 
contextSize() const460 size_t SkPerlinNoiseShader::contextSize() const {
461     return sizeof(PerlinNoiseShaderContext);
462 }
463 
PerlinNoiseShaderContext(const SkPerlinNoiseShader & shader,const ContextRec & rec)464 SkPerlinNoiseShader::PerlinNoiseShaderContext::PerlinNoiseShaderContext(
465         const SkPerlinNoiseShader& shader, const ContextRec& rec)
466     : INHERITED(shader, rec)
467 {
468     SkMatrix newMatrix = *rec.fMatrix;
469     newMatrix.preConcat(shader.getLocalMatrix());
470     if (rec.fLocalMatrix) {
471         newMatrix.preConcat(*rec.fLocalMatrix);
472     }
473     // This (1,1) translation is due to WebKit's 1 based coordinates for the noise
474     // (as opposed to 0 based, usually). The same adjustment is in the setData() function.
475     fMatrix.setTranslate(-newMatrix.getTranslateX() + SK_Scalar1, -newMatrix.getTranslateY() + SK_Scalar1);
476     fPaintingData = SkNEW_ARGS(PaintingData, (shader.fTileSize, shader.fSeed, shader.fBaseFrequencyX, shader.fBaseFrequencyY, newMatrix));
477 }
478 
~PerlinNoiseShaderContext()479 SkPerlinNoiseShader::PerlinNoiseShaderContext::~PerlinNoiseShaderContext() {
480     SkDELETE(fPaintingData);
481 }
482 
shadeSpan(int x,int y,SkPMColor result[],int count)483 void SkPerlinNoiseShader::PerlinNoiseShaderContext::shadeSpan(
484         int x, int y, SkPMColor result[], int count) {
485     SkPoint point = SkPoint::Make(SkIntToScalar(x), SkIntToScalar(y));
486     StitchData stitchData;
487     for (int i = 0; i < count; ++i) {
488         result[i] = shade(point, stitchData);
489         point.fX += SK_Scalar1;
490     }
491 }
492 
shadeSpan16(int x,int y,uint16_t result[],int count)493 void SkPerlinNoiseShader::PerlinNoiseShaderContext::shadeSpan16(
494         int x, int y, uint16_t result[], int count) {
495     SkPoint point = SkPoint::Make(SkIntToScalar(x), SkIntToScalar(y));
496     StitchData stitchData;
497     DITHER_565_SCAN(y);
498     for (int i = 0; i < count; ++i) {
499         unsigned dither = DITHER_VALUE(x);
500         result[i] = SkDitherRGB32To565(shade(point, stitchData), dither);
501         DITHER_INC_X(x);
502         point.fX += SK_Scalar1;
503     }
504 }
505 
506 /////////////////////////////////////////////////////////////////////
507 
508 #if SK_SUPPORT_GPU
509 
510 #include "GrTBackendProcessorFactory.h"
511 
512 class GrGLPerlinNoise : public GrGLFragmentProcessor {
513 public:
514     GrGLPerlinNoise(const GrBackendProcessorFactory&,
515                     const GrProcessor&);
~GrGLPerlinNoise()516     virtual ~GrGLPerlinNoise() {}
517 
518     virtual void emitCode(GrGLProgramBuilder*,
519                           const GrFragmentProcessor&,
520                           const GrProcessorKey&,
521                           const char* outputColor,
522                           const char* inputColor,
523                           const TransformedCoordsArray&,
524                           const TextureSamplerArray&) SK_OVERRIDE;
525 
526     virtual void setData(const GrGLProgramDataManager&, const GrProcessor&) SK_OVERRIDE;
527 
528     static inline void GenKey(const GrProcessor&, const GrGLCaps&, GrProcessorKeyBuilder* b);
529 
530 private:
531 
532     GrGLProgramDataManager::UniformHandle fStitchDataUni;
533     SkPerlinNoiseShader::Type             fType;
534     bool                                  fStitchTiles;
535     int                                   fNumOctaves;
536     GrGLProgramDataManager::UniformHandle fBaseFrequencyUni;
537     GrGLProgramDataManager::UniformHandle fAlphaUni;
538 
539 private:
540     typedef GrGLFragmentProcessor INHERITED;
541 };
542 
543 /////////////////////////////////////////////////////////////////////
544 
545 class GrPerlinNoiseEffect : public GrFragmentProcessor {
546 public:
Create(SkPerlinNoiseShader::Type type,int numOctaves,bool stitchTiles,SkPerlinNoiseShader::PaintingData * paintingData,GrTexture * permutationsTexture,GrTexture * noiseTexture,const SkMatrix & matrix,uint8_t alpha)547     static GrFragmentProcessor* Create(SkPerlinNoiseShader::Type type,
548                                        int numOctaves, bool stitchTiles,
549                                        SkPerlinNoiseShader::PaintingData* paintingData,
550                                        GrTexture* permutationsTexture, GrTexture* noiseTexture,
551                                        const SkMatrix& matrix, uint8_t alpha) {
552         return SkNEW_ARGS(GrPerlinNoiseEffect, (type, numOctaves, stitchTiles, paintingData,
553                                                 permutationsTexture, noiseTexture, matrix, alpha));
554     }
555 
~GrPerlinNoiseEffect()556     virtual ~GrPerlinNoiseEffect() {
557         SkDELETE(fPaintingData);
558     }
559 
Name()560     static const char* Name() { return "PerlinNoise"; }
getFactory() const561     virtual const GrBackendFragmentProcessorFactory& getFactory() const SK_OVERRIDE {
562         return GrTBackendFragmentProcessorFactory<GrPerlinNoiseEffect>::getInstance();
563     }
stitchData() const564     const SkPerlinNoiseShader::StitchData& stitchData() const { return fPaintingData->fStitchDataInit; }
565 
type() const566     SkPerlinNoiseShader::Type type() const { return fType; }
stitchTiles() const567     bool stitchTiles() const { return fStitchTiles; }
baseFrequency() const568     const SkVector& baseFrequency() const { return fPaintingData->fBaseFrequency; }
numOctaves() const569     int numOctaves() const { return fNumOctaves; }
matrix() const570     const SkMatrix& matrix() const { return fCoordTransform.getMatrix(); }
alpha() const571     uint8_t alpha() const { return fAlpha; }
572 
573     typedef GrGLPerlinNoise GLProcessor;
574 
575 private:
onIsEqual(const GrProcessor & sBase) const576     virtual bool onIsEqual(const GrProcessor& sBase) const SK_OVERRIDE {
577         const GrPerlinNoiseEffect& s = sBase.cast<GrPerlinNoiseEffect>();
578         return fType == s.fType &&
579                fPaintingData->fBaseFrequency == s.fPaintingData->fBaseFrequency &&
580                fNumOctaves == s.fNumOctaves &&
581                fStitchTiles == s.fStitchTiles &&
582                fCoordTransform.getMatrix() == s.fCoordTransform.getMatrix() &&
583                fAlpha == s.fAlpha &&
584                fPermutationsAccess.getTexture() == s.fPermutationsAccess.getTexture() &&
585                fNoiseAccess.getTexture() == s.fNoiseAccess.getTexture() &&
586                fPaintingData->fStitchDataInit == s.fPaintingData->fStitchDataInit;
587     }
588 
GrPerlinNoiseEffect(SkPerlinNoiseShader::Type type,int numOctaves,bool stitchTiles,SkPerlinNoiseShader::PaintingData * paintingData,GrTexture * permutationsTexture,GrTexture * noiseTexture,const SkMatrix & matrix,uint8_t alpha)589     GrPerlinNoiseEffect(SkPerlinNoiseShader::Type type,
590                         int numOctaves, bool stitchTiles,
591                         SkPerlinNoiseShader::PaintingData* paintingData,
592                         GrTexture* permutationsTexture, GrTexture* noiseTexture,
593                         const SkMatrix& matrix, uint8_t alpha)
594       : fType(type)
595       , fNumOctaves(numOctaves)
596       , fStitchTiles(stitchTiles)
597       , fAlpha(alpha)
598       , fPermutationsAccess(permutationsTexture)
599       , fNoiseAccess(noiseTexture)
600       , fPaintingData(paintingData) {
601         this->addTextureAccess(&fPermutationsAccess);
602         this->addTextureAccess(&fNoiseAccess);
603         fCoordTransform.reset(kLocal_GrCoordSet, matrix);
604         this->addCoordTransform(&fCoordTransform);
605         this->setWillNotUseInputColor();
606     }
607 
608     GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
609 
610     SkPerlinNoiseShader::Type       fType;
611     GrCoordTransform                fCoordTransform;
612     int                             fNumOctaves;
613     bool                            fStitchTiles;
614     uint8_t                         fAlpha;
615     GrTextureAccess                 fPermutationsAccess;
616     GrTextureAccess                 fNoiseAccess;
617     SkPerlinNoiseShader::PaintingData *fPaintingData;
618 
getConstantColorComponents(GrColor *,uint32_t * validFlags) const619     void getConstantColorComponents(GrColor*, uint32_t* validFlags) const SK_OVERRIDE {
620         *validFlags = 0; // This is noise. Nothing is constant.
621     }
622 
623 private:
624     typedef GrFragmentProcessor INHERITED;
625 };
626 
627 /////////////////////////////////////////////////////////////////////
628 GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrPerlinNoiseEffect);
629 
TestCreate(SkRandom * random,GrContext * context,const GrDrawTargetCaps &,GrTexture **)630 GrFragmentProcessor* GrPerlinNoiseEffect::TestCreate(SkRandom* random,
631                                                      GrContext* context,
632                                                      const GrDrawTargetCaps&,
633                                                      GrTexture**) {
634     int      numOctaves = random->nextRangeU(2, 10);
635     bool     stitchTiles = random->nextBool();
636     SkScalar seed = SkIntToScalar(random->nextU());
637     SkISize  tileSize = SkISize::Make(random->nextRangeU(4, 4096), random->nextRangeU(4, 4096));
638     SkScalar baseFrequencyX = random->nextRangeScalar(0.01f,
639                                                       0.99f);
640     SkScalar baseFrequencyY = random->nextRangeScalar(0.01f,
641                                                       0.99f);
642 
643     SkShader* shader = random->nextBool() ?
644         SkPerlinNoiseShader::CreateFractalNoise(baseFrequencyX, baseFrequencyY, numOctaves, seed,
645                                                 stitchTiles ? &tileSize : NULL) :
646         SkPerlinNoiseShader::CreateTurbulence(baseFrequencyX, baseFrequencyY, numOctaves, seed,
647                                              stitchTiles ? &tileSize : NULL);
648 
649     SkPaint paint;
650     GrColor paintColor;
651     GrFragmentProcessor* effect;
652     SkAssertResult(shader->asFragmentProcessor(context, paint, NULL, &paintColor, &effect));
653 
654     SkDELETE(shader);
655 
656     return effect;
657 }
658 
GrGLPerlinNoise(const GrBackendProcessorFactory & factory,const GrProcessor & processor)659 GrGLPerlinNoise::GrGLPerlinNoise(const GrBackendProcessorFactory& factory,
660                                  const GrProcessor& processor)
661   : INHERITED (factory)
662   , fType(processor.cast<GrPerlinNoiseEffect>().type())
663   , fStitchTiles(processor.cast<GrPerlinNoiseEffect>().stitchTiles())
664   , fNumOctaves(processor.cast<GrPerlinNoiseEffect>().numOctaves()) {
665 }
666 
emitCode(GrGLProgramBuilder * builder,const GrFragmentProcessor &,const GrProcessorKey & key,const char * outputColor,const char * inputColor,const TransformedCoordsArray & coords,const TextureSamplerArray & samplers)667 void GrGLPerlinNoise::emitCode(GrGLProgramBuilder* builder,
668                                const GrFragmentProcessor&,
669                                const GrProcessorKey& key,
670                                const char* outputColor,
671                                const char* inputColor,
672                                const TransformedCoordsArray& coords,
673                                const TextureSamplerArray& samplers) {
674     sk_ignore_unused_variable(inputColor);
675 
676     GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
677     SkString vCoords = fsBuilder->ensureFSCoords2D(coords, 0);
678 
679     fBaseFrequencyUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
680                                             kVec2f_GrSLType, "baseFrequency");
681     const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni);
682     fAlphaUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
683                                     kFloat_GrSLType, "alpha");
684     const char* alphaUni = builder->getUniformCStr(fAlphaUni);
685 
686     const char* stitchDataUni = NULL;
687     if (fStitchTiles) {
688         fStitchDataUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
689                                              kVec2f_GrSLType, "stitchData");
690         stitchDataUni = builder->getUniformCStr(fStitchDataUni);
691     }
692 
693     // There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8
694     const char* chanCoordR  = "0.125";
695     const char* chanCoordG  = "0.375";
696     const char* chanCoordB  = "0.625";
697     const char* chanCoordA  = "0.875";
698     const char* chanCoord   = "chanCoord";
699     const char* stitchData  = "stitchData";
700     const char* ratio       = "ratio";
701     const char* noiseVec    = "noiseVec";
702     const char* noiseSmooth = "noiseSmooth";
703     const char* floorVal    = "floorVal";
704     const char* fractVal    = "fractVal";
705     const char* uv          = "uv";
706     const char* ab          = "ab";
707     const char* latticeIdx  = "latticeIdx";
708     const char* bcoords     = "bcoords";
709     const char* lattice     = "lattice";
710     const char* inc8bit     = "0.00390625";  // 1.0 / 256.0
711     // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a
712     // [-1,1] vector and perform a dot product between that vector and the provided vector.
713     const char* dotLattice  = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec2(1.0)), %s);";
714 
715     // Add noise function
716     static const GrGLShaderVar gPerlinNoiseArgs[] =  {
717         GrGLShaderVar(chanCoord, kFloat_GrSLType),
718         GrGLShaderVar(noiseVec, kVec2f_GrSLType)
719     };
720 
721     static const GrGLShaderVar gPerlinNoiseStitchArgs[] =  {
722         GrGLShaderVar(chanCoord, kFloat_GrSLType),
723         GrGLShaderVar(noiseVec, kVec2f_GrSLType),
724         GrGLShaderVar(stitchData, kVec2f_GrSLType)
725     };
726 
727     SkString noiseCode;
728 
729     noiseCode.appendf("\tvec4 %s;\n", floorVal);
730     noiseCode.appendf("\t%s.xy = floor(%s);\n", floorVal, noiseVec);
731     noiseCode.appendf("\t%s.zw = %s.xy + vec2(1.0);\n", floorVal, floorVal);
732     noiseCode.appendf("\tvec2 %s = fract(%s);\n", fractVal, noiseVec);
733 
734     // smooth curve : t * t * (3 - 2 * t)
735     noiseCode.appendf("\n\tvec2 %s = %s * %s * (vec2(3.0) - vec2(2.0) * %s);",
736         noiseSmooth, fractVal, fractVal, fractVal);
737 
738     // Adjust frequencies if we're stitching tiles
739     if (fStitchTiles) {
740         noiseCode.appendf("\n\tif(%s.x >= %s.x) { %s.x -= %s.x; }",
741             floorVal, stitchData, floorVal, stitchData);
742         noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }",
743             floorVal, stitchData, floorVal, stitchData);
744         noiseCode.appendf("\n\tif(%s.z >= %s.x) { %s.z -= %s.x; }",
745             floorVal, stitchData, floorVal, stitchData);
746         noiseCode.appendf("\n\tif(%s.w >= %s.y) { %s.w -= %s.y; }",
747             floorVal, stitchData, floorVal, stitchData);
748     }
749 
750     // Get texture coordinates and normalize
751     noiseCode.appendf("\n\t%s = fract(floor(mod(%s, 256.0)) / vec4(256.0));\n",
752         floorVal, floorVal);
753 
754     // Get permutation for x
755     {
756         SkString xCoords("");
757         xCoords.appendf("vec2(%s.x, 0.5)", floorVal);
758 
759         noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx);
760         fsBuilder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType);
761         noiseCode.append(".r;");
762     }
763 
764     // Get permutation for x + 1
765     {
766         SkString xCoords("");
767         xCoords.appendf("vec2(%s.z, 0.5)", floorVal);
768 
769         noiseCode.appendf("\n\t%s.y = ", latticeIdx);
770         fsBuilder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType);
771         noiseCode.append(".r;");
772     }
773 
774 #if defined(SK_BUILD_FOR_ANDROID)
775     // Android rounding for Tegra devices, like, for example: Xoom (Tegra 2), Nexus 7 (Tegra 3).
776     // The issue is that colors aren't accurate enough on Tegra devices. For example, if an 8 bit
777     // value of 124 (or 0.486275 here) is entered, we can get a texture value of 123.513725
778     // (or 0.484368 here). The following rounding operation prevents these precision issues from
779     // affecting the result of the noise by making sure that we only have multiples of 1/255.
780     // (Note that 1/255 is about 0.003921569, which is the value used here).
781     noiseCode.appendf("\n\t%s = floor(%s * vec2(255.0) + vec2(0.5)) * vec2(0.003921569);",
782                       latticeIdx, latticeIdx);
783 #endif
784 
785     // Get (x,y) coordinates with the permutated x
786     noiseCode.appendf("\n\tvec4 %s = fract(%s.xyxy + %s.yyww);", bcoords, latticeIdx, floorVal);
787 
788     noiseCode.appendf("\n\n\tvec2 %s;", uv);
789     // Compute u, at offset (0,0)
790     {
791         SkString latticeCoords("");
792         latticeCoords.appendf("vec2(%s.x, %s)", bcoords, chanCoord);
793         noiseCode.appendf("\n\tvec4 %s = ", lattice);
794         fsBuilder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
795             kVec2f_GrSLType);
796         noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
797         noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
798     }
799 
800     noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal);
801     // Compute v, at offset (-1,0)
802     {
803         SkString latticeCoords("");
804         latticeCoords.appendf("vec2(%s.y, %s)", bcoords, chanCoord);
805         noiseCode.append("\n\tlattice = ");
806         fsBuilder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
807             kVec2f_GrSLType);
808         noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
809         noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
810     }
811 
812     // Compute 'a' as a linear interpolation of 'u' and 'v'
813     noiseCode.appendf("\n\tvec2 %s;", ab);
814     noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);
815 
816     noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal);
817     // Compute v, at offset (-1,-1)
818     {
819         SkString latticeCoords("");
820         latticeCoords.appendf("vec2(%s.w, %s)", bcoords, chanCoord);
821         noiseCode.append("\n\tlattice = ");
822         fsBuilder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
823             kVec2f_GrSLType);
824         noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
825         noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
826     }
827 
828     noiseCode.appendf("\n\t%s.x += 1.0;", fractVal);
829     // Compute u, at offset (0,-1)
830     {
831         SkString latticeCoords("");
832         latticeCoords.appendf("vec2(%s.z, %s)", bcoords, chanCoord);
833         noiseCode.append("\n\tlattice = ");
834         fsBuilder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
835             kVec2f_GrSLType);
836         noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
837         noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
838     }
839 
840     // Compute 'b' as a linear interpolation of 'u' and 'v'
841     noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);
842     // Compute the noise as a linear interpolation of 'a' and 'b'
843     noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth);
844 
845     SkString noiseFuncName;
846     if (fStitchTiles) {
847         fsBuilder->emitFunction(kFloat_GrSLType,
848                                 "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs),
849                                 gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName);
850     } else {
851         fsBuilder->emitFunction(kFloat_GrSLType,
852                                 "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs),
853                                 gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName);
854     }
855 
856     // There are rounding errors if the floor operation is not performed here
857     fsBuilder->codeAppendf("\n\t\tvec2 %s = floor(%s.xy) * %s;",
858                            noiseVec, vCoords.c_str(), baseFrequencyUni);
859 
860     // Clear the color accumulator
861     fsBuilder->codeAppendf("\n\t\t%s = vec4(0.0);", outputColor);
862 
863     if (fStitchTiles) {
864         // Set up TurbulenceInitial stitch values.
865         fsBuilder->codeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni);
866     }
867 
868     fsBuilder->codeAppendf("\n\t\tfloat %s = 1.0;", ratio);
869 
870     // Loop over all octaves
871     fsBuilder->codeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {", fNumOctaves);
872 
873     fsBuilder->codeAppendf("\n\t\t\t%s += ", outputColor);
874     if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
875         fsBuilder->codeAppend("abs(");
876     }
877     if (fStitchTiles) {
878         fsBuilder->codeAppendf(
879             "vec4(\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s),"
880                  "\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s))",
881             noiseFuncName.c_str(), chanCoordR, noiseVec, stitchData,
882             noiseFuncName.c_str(), chanCoordG, noiseVec, stitchData,
883             noiseFuncName.c_str(), chanCoordB, noiseVec, stitchData,
884             noiseFuncName.c_str(), chanCoordA, noiseVec, stitchData);
885     } else {
886         fsBuilder->codeAppendf(
887             "vec4(\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s),"
888                  "\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s))",
889             noiseFuncName.c_str(), chanCoordR, noiseVec,
890             noiseFuncName.c_str(), chanCoordG, noiseVec,
891             noiseFuncName.c_str(), chanCoordB, noiseVec,
892             noiseFuncName.c_str(), chanCoordA, noiseVec);
893     }
894     if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
895         fsBuilder->codeAppendf(")"); // end of "abs("
896     }
897     fsBuilder->codeAppendf(" * %s;", ratio);
898 
899     fsBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec);
900     fsBuilder->codeAppendf("\n\t\t\t%s *= 0.5;", ratio);
901 
902     if (fStitchTiles) {
903         fsBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData);
904     }
905     fsBuilder->codeAppend("\n\t\t}"); // end of the for loop on octaves
906 
907     if (fType == SkPerlinNoiseShader::kFractalNoise_Type) {
908         // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2
909         // by fractalNoise and (turbulenceFunctionResult) by turbulence.
910         fsBuilder->codeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputColor, outputColor);
911     }
912 
913     fsBuilder->codeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni);
914 
915     // Clamp values
916     fsBuilder->codeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", outputColor, outputColor);
917 
918     // Pre-multiply the result
919     fsBuilder->codeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n",
920                   outputColor, outputColor, outputColor, outputColor);
921 }
922 
GenKey(const GrProcessor & processor,const GrGLCaps &,GrProcessorKeyBuilder * b)923 void GrGLPerlinNoise::GenKey(const GrProcessor& processor, const GrGLCaps&,
924                              GrProcessorKeyBuilder* b) {
925     const GrPerlinNoiseEffect& turbulence = processor.cast<GrPerlinNoiseEffect>();
926 
927     uint32_t key = turbulence.numOctaves();
928 
929     key = key << 3; // Make room for next 3 bits
930 
931     switch (turbulence.type()) {
932         case SkPerlinNoiseShader::kFractalNoise_Type:
933             key |= 0x1;
934             break;
935         case SkPerlinNoiseShader::kTurbulence_Type:
936             key |= 0x2;
937             break;
938         default:
939             // leave key at 0
940             break;
941     }
942 
943     if (turbulence.stitchTiles()) {
944         key |= 0x4; // Flip the 3rd bit if tile stitching is on
945     }
946 
947     b->add32(key);
948 }
949 
setData(const GrGLProgramDataManager & pdman,const GrProcessor & processor)950 void GrGLPerlinNoise::setData(const GrGLProgramDataManager& pdman, const GrProcessor& processor) {
951     INHERITED::setData(pdman, processor);
952 
953     const GrPerlinNoiseEffect& turbulence = processor.cast<GrPerlinNoiseEffect>();
954 
955     const SkVector& baseFrequency = turbulence.baseFrequency();
956     pdman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY);
957     pdman.set1f(fAlphaUni, SkScalarDiv(SkIntToScalar(turbulence.alpha()), SkIntToScalar(255)));
958 
959     if (turbulence.stitchTiles()) {
960         const SkPerlinNoiseShader::StitchData& stitchData = turbulence.stitchData();
961         pdman.set2f(fStitchDataUni, SkIntToScalar(stitchData.fWidth),
962                                    SkIntToScalar(stitchData.fHeight));
963     }
964 }
965 
966 /////////////////////////////////////////////////////////////////////
967 
asFragmentProcessor(GrContext * context,const SkPaint & paint,const SkMatrix * externalLocalMatrix,GrColor * paintColor,GrFragmentProcessor ** fp) const968 bool SkPerlinNoiseShader::asFragmentProcessor(GrContext* context, const SkPaint& paint,
969                                               const SkMatrix* externalLocalMatrix,
970                                               GrColor* paintColor, GrFragmentProcessor** fp) const {
971     SkASSERT(context);
972 
973     *paintColor = SkColor2GrColorJustAlpha(paint.getColor());
974 
975     SkMatrix localMatrix = this->getLocalMatrix();
976     if (externalLocalMatrix) {
977         localMatrix.preConcat(*externalLocalMatrix);
978     }
979 
980     SkMatrix matrix = context->getMatrix();
981     matrix.preConcat(localMatrix);
982 
983     if (0 == fNumOctaves) {
984         SkColor clearColor = 0;
985         if (kFractalNoise_Type == fType) {
986             clearColor = SkColorSetARGB(paint.getAlpha() / 2, 127, 127, 127);
987         }
988         SkAutoTUnref<SkColorFilter> cf(SkColorFilter::CreateModeFilter(
989                                                 clearColor, SkXfermode::kSrc_Mode));
990         *fp = cf->asFragmentProcessor(context);
991         return true;
992     }
993 
994     // Either we don't stitch tiles, either we have a valid tile size
995     SkASSERT(!fStitchTiles || !fTileSize.isEmpty());
996 
997     SkPerlinNoiseShader::PaintingData* paintingData =
998             SkNEW_ARGS(PaintingData, (fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY, matrix));
999     GrTexture* permutationsTexture = GrLockAndRefCachedBitmapTexture(
1000         context, paintingData->getPermutationsBitmap(), NULL);
1001     GrTexture* noiseTexture = GrLockAndRefCachedBitmapTexture(
1002         context, paintingData->getNoiseBitmap(), NULL);
1003 
1004     SkMatrix m = context->getMatrix();
1005     m.setTranslateX(-localMatrix.getTranslateX() + SK_Scalar1);
1006     m.setTranslateY(-localMatrix.getTranslateY() + SK_Scalar1);
1007     if ((permutationsTexture) && (noiseTexture)) {
1008         *fp = GrPerlinNoiseEffect::Create(fType,
1009                                           fNumOctaves,
1010                                           fStitchTiles,
1011                                           paintingData,
1012                                           permutationsTexture, noiseTexture,
1013                                           m, paint.getAlpha());
1014     } else {
1015         SkDELETE(paintingData);
1016         *fp = NULL;
1017     }
1018 
1019     // Unlock immediately, this is not great, but we don't have a way of
1020     // knowing when else to unlock it currently. TODO: Remove this when
1021     // unref becomes the unlock replacement for all types of textures.
1022     if (permutationsTexture) {
1023         GrUnlockAndUnrefCachedBitmapTexture(permutationsTexture);
1024     }
1025     if (noiseTexture) {
1026         GrUnlockAndUnrefCachedBitmapTexture(noiseTexture);
1027     }
1028 
1029     return true;
1030 }
1031 
1032 #else
1033 
asFragmentProcessor(GrContext *,const SkPaint &,const SkMatrix *,GrColor *,GrFragmentProcessor **) const1034 bool SkPerlinNoiseShader::asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix*, GrColor*,
1035                                               GrFragmentProcessor**) const {
1036     SkDEBUGFAIL("Should not call in GPU-less build");
1037     return false;
1038 }
1039 
1040 #endif
1041 
1042 #ifndef SK_IGNORE_TO_STRING
toString(SkString * str) const1043 void SkPerlinNoiseShader::toString(SkString* str) const {
1044     str->append("SkPerlinNoiseShader: (");
1045 
1046     str->append("type: ");
1047     switch (fType) {
1048         case kFractalNoise_Type:
1049             str->append("\"fractal noise\"");
1050             break;
1051         case kTurbulence_Type:
1052             str->append("\"turbulence\"");
1053             break;
1054         default:
1055             str->append("\"unknown\"");
1056             break;
1057     }
1058     str->append(" base frequency: (");
1059     str->appendScalar(fBaseFrequencyX);
1060     str->append(", ");
1061     str->appendScalar(fBaseFrequencyY);
1062     str->append(") number of octaves: ");
1063     str->appendS32(fNumOctaves);
1064     str->append(" seed: ");
1065     str->appendScalar(fSeed);
1066     str->append(" stitch tiles: ");
1067     str->append(fStitchTiles ? "true " : "false ");
1068 
1069     this->INHERITED::toString(str);
1070 
1071     str->append(")");
1072 }
1073 #endif
1074