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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 "SkRect.h"
11 #include "glsl/GrGLSLFragmentProcessor.h"
12 #include "glsl/GrGLSLFragmentShaderBuilder.h"
13 #include "../private/GrGLSL.h"
14 
15 //////////////////////////////////////////////////////////////////////////////
16 
17 class DitherEffect : public GrFragmentProcessor {
18 public:
Make()19     static sk_sp<GrFragmentProcessor> Make() {
20         return sk_sp<GrFragmentProcessor>(new DitherEffect);
21     }
22 
~DitherEffect()23     ~DitherEffect() override {}
24 
name() const25     const char* name() const override { return "Dither"; }
26 
27 private:
DitherEffect()28     DitherEffect() : INHERITED(kNone_OptimizationFlags) { this->initClassID<DitherEffect>(); }
29 
30     GrGLSLFragmentProcessor* onCreateGLSLInstance() const override;
31 
32     void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override;
33 
34     // All dither effects are equal
onIsEqual(const GrFragmentProcessor &) const35     bool onIsEqual(const GrFragmentProcessor&) const override { return true; }
36 
37     GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
38 
39     typedef GrFragmentProcessor INHERITED;
40 };
41 
42 //////////////////////////////////////////////////////////////////////////////
43 
44 GR_DEFINE_FRAGMENT_PROCESSOR_TEST(DitherEffect);
45 
46 #if GR_TEST_UTILS
TestCreate(GrProcessorTestData *)47 sk_sp<GrFragmentProcessor> DitherEffect::TestCreate(GrProcessorTestData*) {
48     return DitherEffect::Make();
49 }
50 #endif
51 
52 //////////////////////////////////////////////////////////////////////////////
53 
54 class GLDitherEffect : public GrGLSLFragmentProcessor {
55 public:
56     void emitCode(EmitArgs& args) override;
57 
58 private:
59     typedef GrGLSLFragmentProcessor INHERITED;
60 };
61 
emitCode(EmitArgs & args)62 void GLDitherEffect::emitCode(EmitArgs& args) {
63     GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
64     // Generate a random number based on the fragment position. For this
65     // random number generator, we use the "GLSL rand" function
66     // that seems to be floating around on the internet. It works under
67     // the assumption that sin(<big number>) oscillates with high frequency
68     // and sampling it will generate "randomness". Since we're using this
69     // for rendering and not cryptography it should be OK.
70 
71     // For each channel c, add the random offset to the pixel to either bump
72     // it up or let it remain constant during quantization.
73     fragBuilder->codeAppendf("\t\tfloat r = "
74                              "fract(sin(dot(sk_FragCoord.xy, vec2(12.9898,78.233))) * "
75                                                             "43758.5453);\n");
76     fragBuilder->codeAppendf("\t\t%s = clamp((1.0/255.0) * vec4(r, r, r, r) + %s, 0, 1);\n",
77                              args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_str());
78 }
79 
80 //////////////////////////////////////////////////////////////////////////////
81 
onGetGLSLProcessorKey(const GrShaderCaps & caps,GrProcessorKeyBuilder * b) const82 void DitherEffect::onGetGLSLProcessorKey(const GrShaderCaps& caps,
83                                          GrProcessorKeyBuilder* b) const {
84     GLDitherEffect::GenKey(*this, caps, b);
85 }
86 
onCreateGLSLInstance() const87 GrGLSLFragmentProcessor* DitherEffect::onCreateGLSLInstance() const  {
88     return new GLDitherEffect;
89 }
90 
Make()91 sk_sp<GrFragmentProcessor> GrDitherEffect::Make() { return DitherEffect::Make(); }
92