| /* |
| * Copyright 2014 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "GrDitherEffect.h" |
| #include "GrFragmentProcessor.h" |
| #include "GrInvariantOutput.h" |
| #include "SkRect.h" |
| #include "gl/GrGLProcessor.h" |
| #include "gl/GrGLSL.h" |
| #include "gl/builders/GrGLProgramBuilder.h" |
| |
| ////////////////////////////////////////////////////////////////////////////// |
| |
| class DitherEffect : public GrFragmentProcessor { |
| public: |
| static GrFragmentProcessor* Create() { |
| GR_CREATE_STATIC_PROCESSOR(gDitherEffect, DitherEffect, ()) |
| return SkRef(gDitherEffect); |
| } |
| |
| virtual ~DitherEffect() {}; |
| |
| const char* name() const override { return "Dither"; } |
| |
| void getGLProcessorKey(const GrGLSLCaps&, GrProcessorKeyBuilder*) const override; |
| |
| GrGLFragmentProcessor* createGLInstance() const override; |
| |
| private: |
| DitherEffect() { |
| this->initClassID<DitherEffect>(); |
| this->setWillReadFragmentPosition(); |
| } |
| |
| // All dither effects are equal |
| bool onIsEqual(const GrFragmentProcessor&) const override { return true; } |
| |
| void onComputeInvariantOutput(GrInvariantOutput* inout) const override; |
| |
| GR_DECLARE_FRAGMENT_PROCESSOR_TEST; |
| |
| typedef GrFragmentProcessor INHERITED; |
| }; |
| |
| void DitherEffect::onComputeInvariantOutput(GrInvariantOutput* inout) const { |
| inout->setToUnknown(GrInvariantOutput::kWill_ReadInput); |
| } |
| |
| ////////////////////////////////////////////////////////////////////////////// |
| |
| GR_DEFINE_FRAGMENT_PROCESSOR_TEST(DitherEffect); |
| |
| GrFragmentProcessor* DitherEffect::TestCreate(SkRandom*, |
| GrContext*, |
| const GrDrawTargetCaps&, |
| GrTexture*[]) { |
| return DitherEffect::Create(); |
| } |
| |
| ////////////////////////////////////////////////////////////////////////////// |
| |
| class GLDitherEffect : public GrGLFragmentProcessor { |
| public: |
| GLDitherEffect(const GrProcessor&); |
| |
| virtual void emitCode(GrGLFPBuilder* builder, |
| const GrFragmentProcessor& fp, |
| const char* outputColor, |
| const char* inputColor, |
| const TransformedCoordsArray&, |
| const TextureSamplerArray&) override; |
| |
| private: |
| typedef GrGLFragmentProcessor INHERITED; |
| }; |
| |
| GLDitherEffect::GLDitherEffect(const GrProcessor&) { |
| } |
| |
| void GLDitherEffect::emitCode(GrGLFPBuilder* builder, |
| const GrFragmentProcessor& fp, |
| const char* outputColor, |
| const char* inputColor, |
| const TransformedCoordsArray&, |
| const TextureSamplerArray& samplers) { |
| GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); |
| // Generate a random number based on the fragment position. For this |
| // random number generator, we use the "GLSL rand" function |
| // that seems to be floating around on the internet. It works under |
| // the assumption that sin(<big number>) oscillates with high frequency |
| // and sampling it will generate "randomness". Since we're using this |
| // for rendering and not cryptography it should be OK. |
| |
| // For each channel c, add the random offset to the pixel to either bump |
| // it up or let it remain constant during quantization. |
| fsBuilder->codeAppendf("\t\tfloat r = " |
| "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n", |
| fsBuilder->fragmentPosition()); |
| fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", |
| outputColor, GrGLSLExpr4(inputColor).c_str()); |
| } |
| |
| ////////////////////////////////////////////////////////////////////////////// |
| |
| void DitherEffect::getGLProcessorKey(const GrGLSLCaps& caps, |
| GrProcessorKeyBuilder* b) const { |
| GLDitherEffect::GenKey(*this, caps, b); |
| } |
| |
| GrGLFragmentProcessor* DitherEffect::createGLInstance() const { |
| return SkNEW_ARGS(GLDitherEffect, (*this)); |
| } |
| |
| GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); } |