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

Issue 1251173002: Added GrGLFragmentProcessor::EmitArgs struct for use with emitCode() (Closed) Base URL: https://skia.googlesource.com/skia@composeshader_gpu
Patch Set: Created 5 years, 5 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 45 matching lines...) Expand 10 before | Expand all | Expand 10 after
56 GrFragmentProcessor* DitherEffect::TestCreate(GrProcessorTestData*) { 56 GrFragmentProcessor* DitherEffect::TestCreate(GrProcessorTestData*) {
57 return DitherEffect::Create(); 57 return DitherEffect::Create();
58 } 58 }
59 59
60 ////////////////////////////////////////////////////////////////////////////// 60 //////////////////////////////////////////////////////////////////////////////
61 61
62 class GLDitherEffect : public GrGLFragmentProcessor { 62 class GLDitherEffect : public GrGLFragmentProcessor {
63 public: 63 public:
64 GLDitherEffect(const GrProcessor&); 64 GLDitherEffect(const GrProcessor&);
65 65
66 virtual void emitCode(GrGLFPBuilder* builder, 66 virtual void emitCode(EmitArgs& args) override;
67 const GrFragmentProcessor& fp,
68 const char* outputColor,
69 const char* inputColor,
70 const TransformedCoordsArray&,
71 const TextureSamplerArray&) override;
72 67
73 private: 68 private:
74 typedef GrGLFragmentProcessor INHERITED; 69 typedef GrGLFragmentProcessor INHERITED;
75 }; 70 };
76 71
77 GLDitherEffect::GLDitherEffect(const GrProcessor&) { 72 GLDitherEffect::GLDitherEffect(const GrProcessor&) {
78 } 73 }
79 74
80 void GLDitherEffect::emitCode(GrGLFPBuilder* builder, 75 void GLDitherEffect::emitCode(EmitArgs& args) {
81 const GrFragmentProcessor& fp, 76 GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
82 const char* outputColor,
83 const char* inputColor,
84 const TransformedCoordsArray&,
85 const TextureSamplerArray& samplers) {
86 GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
87 // Generate a random number based on the fragment position. For this 77 // Generate a random number based on the fragment position. For this
88 // random number generator, we use the "GLSL rand" function 78 // random number generator, we use the "GLSL rand" function
89 // that seems to be floating around on the internet. It works under 79 // that seems to be floating around on the internet. It works under
90 // the assumption that sin(<big number>) oscillates with high frequency 80 // the assumption that sin(<big number>) oscillates with high frequency
91 // and sampling it will generate "randomness". Since we're using this 81 // and sampling it will generate "randomness". Since we're using this
92 // for rendering and not cryptography it should be OK. 82 // for rendering and not cryptography it should be OK.
93 83
94 // For each channel c, add the random offset to the pixel to either bump 84 // For each channel c, add the random offset to the pixel to either bump
95 // it up or let it remain constant during quantization. 85 // it up or let it remain constant during quantization.
96 fsBuilder->codeAppendf("\t\tfloat r = " 86 fsBuilder->codeAppendf("\t\tfloat r = "
97 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758. 5453);\n", 87 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758. 5453);\n",
98 fsBuilder->fragmentPosition()); 88 fsBuilder->fragmentPosition());
99 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", 89 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
100 outputColor, GrGLSLExpr4(inputColor).c_str()); 90 args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_st r());
101 } 91 }
102 92
103 ////////////////////////////////////////////////////////////////////////////// 93 //////////////////////////////////////////////////////////////////////////////
104 94
105 void DitherEffect::getGLProcessorKey(const GrGLSLCaps& caps, 95 void DitherEffect::getGLProcessorKey(const GrGLSLCaps& caps,
106 GrProcessorKeyBuilder* b) const { 96 GrProcessorKeyBuilder* b) const {
107 GLDitherEffect::GenKey(*this, caps, b); 97 GLDitherEffect::GenKey(*this, caps, b);
108 } 98 }
109 99
110 GrGLFragmentProcessor* DitherEffect::createGLInstance() const { 100 GrGLFragmentProcessor* DitherEffect::createGLInstance() const {
111 return SkNEW_ARGS(GLDitherEffect, (*this)); 101 return SkNEW_ARGS(GLDitherEffect, (*this));
112 } 102 }
113 103
114 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); } 104 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); }
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