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1 /*
2  * Copyright 2014 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 "GrDitherEffect.h"
9 
10 #include "gl/GrGLEffect.h"
11 #include "gl/GrGLSL.h"
12 #include "GrTBackendEffectFactory.h"
13 
14 #include "SkRect.h"
15 
16 //////////////////////////////////////////////////////////////////////////////
17 
18 class GLDitherEffect;
19 
20 class DitherEffect : public GrEffect {
21 public:
Create()22     static GrEffectRef* Create() {
23         return CreateEffectRef(AutoEffectUnref(SkNEW(DitherEffect)));
24     }
25 
~DitherEffect()26     virtual ~DitherEffect() {};
Name()27     static const char* Name() { return "Dither"; }
28 
29     typedef GLDitherEffect GLEffect;
30 
31     virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags) const SK_OVERRIDE;
32 
getFactory() const33     virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE {
34         return GrTBackendEffectFactory<DitherEffect>::getInstance();
35     }
36 
37 private:
DitherEffect()38     DitherEffect() {
39         this->setWillReadFragmentPosition();
40     }
41 
42     // All dither effects are equal
onIsEqual(const GrEffect &) const43     virtual bool onIsEqual(const GrEffect&) const SK_OVERRIDE { return true; }
44 
45     GR_DECLARE_EFFECT_TEST;
46 
47     typedef GrEffect INHERITED;
48 };
49 
getConstantColorComponents(GrColor * color,uint32_t * validFlags) const50 void DitherEffect::getConstantColorComponents(GrColor* color, uint32_t* validFlags) const {
51     *validFlags = 0;
52 }
53 
54 //////////////////////////////////////////////////////////////////////////////
55 
56 GR_DEFINE_EFFECT_TEST(DitherEffect);
57 
TestCreate(SkRandom *,GrContext *,const GrDrawTargetCaps &,GrTexture * [])58 GrEffectRef* DitherEffect::TestCreate(SkRandom*,
59                                       GrContext*,
60                                       const GrDrawTargetCaps&,
61                                       GrTexture*[]) {
62     return DitherEffect::Create();
63 }
64 
65 //////////////////////////////////////////////////////////////////////////////
66 
67 class GLDitherEffect : public GrGLEffect {
68 public:
69     GLDitherEffect(const GrBackendEffectFactory&, const GrDrawEffect&);
70 
71     virtual void emitCode(GrGLShaderBuilder* builder,
72                           const GrDrawEffect& drawEffect,
73                           EffectKey key,
74                           const char* outputColor,
75                           const char* inputColor,
76                           const TransformedCoordsArray&,
77                           const TextureSamplerArray&) SK_OVERRIDE;
78 
79 private:
80     typedef GrGLEffect INHERITED;
81 };
82 
GLDitherEffect(const GrBackendEffectFactory & factory,const GrDrawEffect & drawEffect)83 GLDitherEffect::GLDitherEffect(const GrBackendEffectFactory& factory,
84                                const GrDrawEffect& drawEffect)
85     : INHERITED (factory) {
86 }
87 
emitCode(GrGLShaderBuilder * builder,const GrDrawEffect & drawEffect,EffectKey key,const char * outputColor,const char * inputColor,const TransformedCoordsArray &,const TextureSamplerArray & samplers)88 void GLDitherEffect::emitCode(GrGLShaderBuilder* builder,
89                               const GrDrawEffect& drawEffect,
90                               EffectKey key,
91                               const char* outputColor,
92                               const char* inputColor,
93                               const TransformedCoordsArray&,
94                               const TextureSamplerArray& samplers) {
95     // Generate a random number based on the fragment position. For this
96     // random number generator, we use the "GLSL rand" function
97     // that seems to be floating around on the internet. It works under
98     // the assumption that sin(<big number>) oscillates with high frequency
99     // and sampling it will generate "randomness". Since we're using this
100     // for rendering and not cryptography it should be OK.
101 
102     // For each channel c, add the random offset to the pixel to either bump
103     // it up or let it remain constant during quantization.
104     builder->fsCodeAppendf("\t\tfloat r = "
105                            "fract(sin(dot(%s ,vec2(12.9898,78.233))) * 43758.5453);\n",
106                            builder->fragmentPosition());
107     builder->fsCodeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
108                            outputColor, GrGLSLExpr4(inputColor).c_str());
109 }
110 
111 //////////////////////////////////////////////////////////////////////////////
112 
Create()113 GrEffectRef* GrDitherEffect::Create() {
114     return DitherEffect::Create();
115 }
116