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 17class DitherEffect : public GrFragmentProcessor { 18public: 19 static GrFragmentProcessor* Create() { 20 return new DitherEffect; 21 } 22 23 virtual ~DitherEffect() {}; 24 25 const char* name() const override { return "Dither"; } 26 27private: 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 38 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 47void DitherEffect::onComputeInvariantOutput(GrInvariantOutput* inout) const { 48 inout->setToUnknown(GrInvariantOutput::kWill_ReadInput); 49} 50 51////////////////////////////////////////////////////////////////////////////// 52 53GR_DEFINE_FRAGMENT_PROCESSOR_TEST(DitherEffect); 54 55const GrFragmentProcessor* DitherEffect::TestCreate(GrProcessorTestData*) { 56 return DitherEffect::Create(); 57} 58 59////////////////////////////////////////////////////////////////////////////// 60 61class GLDitherEffect : public GrGLSLFragmentProcessor { 62public: 63 void emitCode(EmitArgs& args) override; 64 65private: 66 typedef GrGLSLFragmentProcessor INHERITED; 67}; 68 69void 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 89void DitherEffect::onGetGLSLProcessorKey(const GrGLSLCaps& caps, 90 GrProcessorKeyBuilder* b) const { 91 GLDitherEffect::GenKey(*this, caps, b); 92} 93 94GrGLSLFragmentProcessor* DitherEffect::onCreateGLSLInstance() const { 95 return new GLDitherEffect; 96} 97 98GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); } 99