GrDitherEffect.cpp revision 267ce482b54f46097584e0f9350ec74aa6a2cd44
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 "gl/builders/GrGLProgramBuilder.h" 9#include "GrDitherEffect.h" 10#include "GrInvariantOutput.h" 11#include "gl/GrGLProcessor.h" 12#include "gl/GrGLSL.h" 13#include "GrTBackendProcessorFactory.h" 14 15#include "SkRect.h" 16 17////////////////////////////////////////////////////////////////////////////// 18 19class GLDitherEffect; 20 21class DitherEffect : public GrFragmentProcessor { 22public: 23 static GrFragmentProcessor* Create() { 24 GR_CREATE_STATIC_PROCESSOR(gDitherEffect, DitherEffect, ()) 25 return SkRef(gDitherEffect); 26 } 27 28 virtual ~DitherEffect() {}; 29 static const char* Name() { return "Dither"; } 30 31 typedef GLDitherEffect GLProcessor; 32 33 virtual const GrBackendFragmentProcessorFactory& getFactory() const SK_OVERRIDE { 34 return GrTBackendFragmentProcessorFactory<DitherEffect>::getInstance(); 35 } 36 37private: 38 DitherEffect() { 39 this->setWillReadFragmentPosition(); 40 } 41 42 // All dither effects are equal 43 virtual bool onIsEqual(const GrFragmentProcessor&) const SK_OVERRIDE { return true; } 44 45 virtual void onComputeInvariantOutput(GrInvariantOutput* inout) const SK_OVERRIDE; 46 47 GR_DECLARE_FRAGMENT_PROCESSOR_TEST; 48 49 typedef GrFragmentProcessor INHERITED; 50}; 51 52void DitherEffect::onComputeInvariantOutput(GrInvariantOutput* inout) const { 53 inout->setToUnknown(GrInvariantOutput::kWill_ReadInput); 54} 55 56////////////////////////////////////////////////////////////////////////////// 57 58GR_DEFINE_FRAGMENT_PROCESSOR_TEST(DitherEffect); 59 60GrFragmentProcessor* DitherEffect::TestCreate(SkRandom*, 61 GrContext*, 62 const GrDrawTargetCaps&, 63 GrTexture*[]) { 64 return DitherEffect::Create(); 65} 66 67////////////////////////////////////////////////////////////////////////////// 68 69class GLDitherEffect : public GrGLFragmentProcessor { 70public: 71 GLDitherEffect(const GrBackendProcessorFactory&, const GrProcessor&); 72 73 virtual void emitCode(GrGLFPBuilder* builder, 74 const GrFragmentProcessor& fp, 75 const char* outputColor, 76 const char* inputColor, 77 const TransformedCoordsArray&, 78 const TextureSamplerArray&) SK_OVERRIDE; 79 80private: 81 typedef GrGLFragmentProcessor INHERITED; 82}; 83 84GLDitherEffect::GLDitherEffect(const GrBackendProcessorFactory& factory, 85 const GrProcessor&) 86 : INHERITED (factory) { 87} 88 89void GLDitherEffect::emitCode(GrGLFPBuilder* builder, 90 const GrFragmentProcessor& fp, 91 const char* outputColor, 92 const char* inputColor, 93 const TransformedCoordsArray&, 94 const TextureSamplerArray& samplers) { 95 GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); 96 // Generate a random number based on the fragment position. For this 97 // random number generator, we use the "GLSL rand" function 98 // that seems to be floating around on the internet. It works under 99 // the assumption that sin(<big number>) oscillates with high frequency 100 // and sampling it will generate "randomness". Since we're using this 101 // for rendering and not cryptography it should be OK. 102 103 // For each channel c, add the random offset to the pixel to either bump 104 // it up or let it remain constant during quantization. 105 fsBuilder->codeAppendf("\t\tfloat r = " 106 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n", 107 fsBuilder->fragmentPosition()); 108 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", 109 outputColor, GrGLSLExpr4(inputColor).c_str()); 110} 111 112////////////////////////////////////////////////////////////////////////////// 113 114GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); } 115