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Side by Side Diff: src/gpu/effects/GrDitherEffect.cpp

Issue 1110033004: Make XPFragmentBuilder only Builder with access to DstCopy. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 7 months ago
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1 /* 1 /*
2 * Copyright 2014 Google Inc. 2 * Copyright 2014 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 7
8 #include "GrDitherEffect.h" 8 #include "GrDitherEffect.h"
9 #include "GrFragmentProcessor.h" 9 #include "GrFragmentProcessor.h"
10 #include "GrInvariantOutput.h" 10 #include "GrInvariantOutput.h"
(...skipping 69 matching lines...) Expand 10 before | Expand all | Expand 10 after
80 80
81 GLDitherEffect::GLDitherEffect(const GrProcessor&) { 81 GLDitherEffect::GLDitherEffect(const GrProcessor&) {
82 } 82 }
83 83
84 void GLDitherEffect::emitCode(GrGLFPBuilder* builder, 84 void GLDitherEffect::emitCode(GrGLFPBuilder* builder,
85 const GrFragmentProcessor& fp, 85 const GrFragmentProcessor& fp,
86 const char* outputColor, 86 const char* outputColor,
87 const char* inputColor, 87 const char* inputColor,
88 const TransformedCoordsArray&, 88 const TransformedCoordsArray&,
89 const TextureSamplerArray& samplers) { 89 const TextureSamplerArray& samplers) {
90 GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); 90 GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
91 // Generate a random number based on the fragment position. For this 91 // Generate a random number based on the fragment position. For this
92 // random number generator, we use the "GLSL rand" function 92 // random number generator, we use the "GLSL rand" function
93 // that seems to be floating around on the internet. It works under 93 // that seems to be floating around on the internet. It works under
94 // the assumption that sin(<big number>) oscillates with high frequency 94 // the assumption that sin(<big number>) oscillates with high frequency
95 // and sampling it will generate "randomness". Since we're using this 95 // and sampling it will generate "randomness". Since we're using this
96 // for rendering and not cryptography it should be OK. 96 // for rendering and not cryptography it should be OK.
97 97
98 // For each channel c, add the random offset to the pixel to either bump 98 // For each channel c, add the random offset to the pixel to either bump
99 // it up or let it remain constant during quantization. 99 // it up or let it remain constant during quantization.
100 fsBuilder->codeAppendf("\t\tfloat r = " 100 fsBuilder->codeAppendf("\t\tfloat r = "
101 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758. 5453);\n", 101 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758. 5453);\n",
102 fsBuilder->fragmentPosition()); 102 fsBuilder->fragmentPosition());
103 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", 103 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
104 outputColor, GrGLSLExpr4(inputColor).c_str()); 104 outputColor, GrGLSLExpr4(inputColor).c_str());
105 } 105 }
106 106
107 ////////////////////////////////////////////////////////////////////////////// 107 //////////////////////////////////////////////////////////////////////////////
108 108
109 void DitherEffect::getGLProcessorKey(const GrGLSLCaps& caps, 109 void DitherEffect::getGLProcessorKey(const GrGLSLCaps& caps,
110 GrProcessorKeyBuilder* b) const { 110 GrProcessorKeyBuilder* b) const {
111 GLDitherEffect::GenKey(*this, caps, b); 111 GLDitherEffect::GenKey(*this, caps, b);
112 } 112 }
113 113
114 GrGLFragmentProcessor* DitherEffect::createGLInstance() const { 114 GrGLFragmentProcessor* DitherEffect::createGLInstance() const {
115 return SkNEW_ARGS(GLDitherEffect, (*this)); 115 return SkNEW_ARGS(GLDitherEffect, (*this));
116 } 116 }
117 117
118 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); } 118 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); }
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