Brian Salomon | 0c15ae8 | 2017-07-19 15:39:56 +0000 | [diff] [blame] | 1 | // This controls the range of values added to color channels |
| 2 | layout(key) in int rangeType; |
Brian Salomon | f2290cb | 2017-07-18 21:13:04 +0000 | [diff] [blame] | 3 | |
Brian Salomon | 0c15ae8 | 2017-07-19 15:39:56 +0000 | [diff] [blame] | 4 | @make { |
| 5 | static sk_sp<GrFragmentProcessor> Make(GrPixelConfig dstConfig) { |
| 6 | int rangeType; |
| 7 | switch (dstConfig) { |
| 8 | case kGray_8_GrPixelConfig: |
| 9 | case kRGBA_8888_GrPixelConfig: |
| 10 | case kBGRA_8888_GrPixelConfig: |
| 11 | case kSRGBA_8888_GrPixelConfig: |
| 12 | case kSBGRA_8888_GrPixelConfig: |
| 13 | rangeType = 0; |
| 14 | break; |
| 15 | case kRGB_565_GrPixelConfig: |
| 16 | rangeType = 1; |
| 17 | break; |
| 18 | case kRGBA_4444_GrPixelConfig: |
| 19 | rangeType = 2; |
| 20 | break; |
| 21 | case kUnknown_GrPixelConfig: |
| 22 | case kAlpha_half_GrPixelConfig: |
| 23 | case kRGBA_8888_sint_GrPixelConfig: |
| 24 | case kRGBA_float_GrPixelConfig: |
| 25 | case kRG_float_GrPixelConfig: |
| 26 | case kRGBA_half_GrPixelConfig: |
| 27 | case kAlpha_8_GrPixelConfig: |
| 28 | return nullptr; |
| 29 | } |
| 30 | return sk_sp<GrFragmentProcessor>(new GrDitherEffect(rangeType)); |
| 31 | } |
| 32 | } |
| 33 | |
| 34 | void main() { |
| 35 | float value; |
| 36 | float range; |
| 37 | @switch (rangeType) { |
| 38 | case 0: |
| 39 | range = 1.0 / 255.0; |
| 40 | break; |
| 41 | case 1: |
| 42 | range = 1.0 / 63.0; |
| 43 | break; |
| 44 | default: |
| 45 | // Experimentally this looks better than the expected value of 1/15. |
| 46 | range = 0.125 / 15.0; |
| 47 | break; |
| 48 | } |
| 49 | @if (sk_Caps.integerSupport) { |
| 50 | // This ordered-dither code is lifted from the cpu backend. |
| 51 | int x = int(sk_FragCoord.x); |
| 52 | int y = int(sk_FragCoord.y); |
| 53 | uint m = (y & 1) << 5 | (x & 1) << 4 | |
| 54 | (y & 2) << 2 | (x & 2) << 1 | |
| 55 | (y & 4) >> 1 | (x & 4) >> 2; |
| 56 | value = float(m) * 1.0 / 64.0 - 63.0 / 128.0; |
| 57 | } else { |
| 58 | // Generate a random number based on the fragment position. For this |
| 59 | // random number generator, we use the "GLSL rand" function |
| 60 | // that seems to be floating around on the internet. It works under |
| 61 | // the assumption that sin(<big number>) oscillates with high frequency |
| 62 | // and sampling it will generate "randomness". Since we're using this |
| 63 | // for rendering and not cryptography it should be OK. |
| 64 | value = fract(sin(dot(sk_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453) - .5; |
| 65 | } |
| 66 | // For each color channel, add the random offset to the channel value and then clamp |
| 67 | // between 0 and alpha to keep the color premultiplied. |
| 68 | sk_OutColor = vec4(clamp(sk_InColor.rgb + value * range, 0, sk_InColor.a), sk_InColor.a); |
Ethan Nicholas | 762466e | 2017-06-29 10:03:38 -0400 | [diff] [blame] | 69 | } |
| 70 | |
| 71 | @test(testData) { |
Brian Salomon | 0c15ae8 | 2017-07-19 15:39:56 +0000 | [diff] [blame] | 72 | float range = testData->fRandom->nextRangeF(0.001f, 0.05f); |
| 73 | return sk_sp<GrFragmentProcessor>(new GrDitherEffect(range)); |
| 74 | } |