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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 #include "GrFragmentProcessor.h"
10 #include "GrInvariantOutput.h"
11 #include "SkRect.h"
12 #include "glsl/GrGLSLFragmentProcessor.h"
13 #include "glsl/GrGLSLFragmentShaderBuilder.h"
14 
15 //////////////////////////////////////////////////////////////////////////////
16 
17 class DitherEffect : public GrFragmentProcessor {
18 public:
Create()19     static GrFragmentProcessor* Create() {
20         return new DitherEffect;
21     }
22 
~DitherEffect()23     virtual ~DitherEffect() {};
24 
name() const25     const char* name() const override { return "Dither"; }
26 
27 private:
DitherEffect()28     DitherEffect() {
29         this->initClassID<DitherEffect>();
30         this->setWillReadFragmentPosition();
31     }
32 
33     GrGLSLFragmentProcessor* onCreateGLSLInstance() const override;
34 
35     void onGetGLSLProcessorKey(const GrGLSLCaps&, GrProcessorKeyBuilder*) const override;
36 
37     // All dither effects are equal
onIsEqual(const GrFragmentProcessor &) const38     bool onIsEqual(const GrFragmentProcessor&) const override { return true; }
39 
40     void onComputeInvariantOutput(GrInvariantOutput* inout) const override;
41 
42     GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
43 
44     typedef GrFragmentProcessor INHERITED;
45 };
46 
onComputeInvariantOutput(GrInvariantOutput * inout) const47 void DitherEffect::onComputeInvariantOutput(GrInvariantOutput* inout) const {
48     inout->setToUnknown(GrInvariantOutput::kWill_ReadInput);
49 }
50 
51 //////////////////////////////////////////////////////////////////////////////
52 
53 GR_DEFINE_FRAGMENT_PROCESSOR_TEST(DitherEffect);
54 
TestCreate(GrProcessorTestData *)55 const GrFragmentProcessor* DitherEffect::TestCreate(GrProcessorTestData*) {
56     return DitherEffect::Create();
57 }
58 
59 //////////////////////////////////////////////////////////////////////////////
60 
61 class GLDitherEffect : public GrGLSLFragmentProcessor {
62 public:
63     void emitCode(EmitArgs& args) override;
64 
65 private:
66     typedef GrGLSLFragmentProcessor INHERITED;
67 };
68 
emitCode(EmitArgs & args)69 void GLDitherEffect::emitCode(EmitArgs& args) {
70     GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
71     // Generate a random number based on the fragment position. For this
72     // random number generator, we use the "GLSL rand" function
73     // that seems to be floating around on the internet. It works under
74     // the assumption that sin(<big number>) oscillates with high frequency
75     // and sampling it will generate "randomness". Since we're using this
76     // for rendering and not cryptography it should be OK.
77 
78     // For each channel c, add the random offset to the pixel to either bump
79     // it up or let it remain constant during quantization.
80     fragBuilder->codeAppendf("\t\tfloat r = "
81                              "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n",
82                              fragBuilder->fragmentPosition());
83     fragBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
84                              args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_str());
85 }
86 
87 //////////////////////////////////////////////////////////////////////////////
88 
onGetGLSLProcessorKey(const GrGLSLCaps & caps,GrProcessorKeyBuilder * b) const89 void DitherEffect::onGetGLSLProcessorKey(const GrGLSLCaps& caps,
90                                          GrProcessorKeyBuilder* b) const {
91     GLDitherEffect::GenKey(*this, caps, b);
92 }
93 
onCreateGLSLInstance() const94 GrGLSLFragmentProcessor* DitherEffect::onCreateGLSLInstance() const  {
95     return new GLDitherEffect;
96 }
97 
Create()98 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); }
99