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

Issue 1438003003: Move all ShaderBuilder files to GLSL (Closed) Base URL: https://skia.googlesource.com/skia.git@glslProgBuild
Patch Set: nits Created 5 years, 1 month 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"
11 #include "SkRect.h" 11 #include "SkRect.h"
12 #include "gl/GrGLFragmentProcessor.h" 12 #include "gl/GrGLFragmentProcessor.h"
13 #include "gl/builders/GrGLProgramBuilder.h" 13 #include "glsl/GrGLSLFragmentShaderBuilder.h"
14 #include "glsl/GrGLSLProgramBuilder.h"
14 15
15 ////////////////////////////////////////////////////////////////////////////// 16 //////////////////////////////////////////////////////////////////////////////
16 17
17 class DitherEffect : public GrFragmentProcessor { 18 class DitherEffect : public GrFragmentProcessor {
18 public: 19 public:
19 static GrFragmentProcessor* Create() { 20 static GrFragmentProcessor* Create() {
20 return new DitherEffect; 21 return new DitherEffect;
21 } 22 }
22 23
23 virtual ~DitherEffect() {}; 24 virtual ~DitherEffect() {};
(...skipping 41 matching lines...) Expand 10 before | Expand all | Expand 10 after
65 virtual void emitCode(EmitArgs& args) override; 66 virtual void emitCode(EmitArgs& args) override;
66 67
67 private: 68 private:
68 typedef GrGLFragmentProcessor INHERITED; 69 typedef GrGLFragmentProcessor INHERITED;
69 }; 70 };
70 71
71 GLDitherEffect::GLDitherEffect(const GrProcessor&) { 72 GLDitherEffect::GLDitherEffect(const GrProcessor&) {
72 } 73 }
73 74
74 void GLDitherEffect::emitCode(EmitArgs& args) { 75 void GLDitherEffect::emitCode(EmitArgs& args) {
75 GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder(); 76 GrGLSLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder() ;
76 // Generate a random number based on the fragment position. For this 77 // Generate a random number based on the fragment position. For this
77 // random number generator, we use the "GLSL rand" function 78 // random number generator, we use the "GLSL rand" function
78 // 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
79 // the assumption that sin(<big number>) oscillates with high frequency 80 // the assumption that sin(<big number>) oscillates with high frequency
80 // and sampling it will generate "randomness". Since we're using this 81 // and sampling it will generate "randomness". Since we're using this
81 // for rendering and not cryptography it should be OK. 82 // for rendering and not cryptography it should be OK.
82 83
83 // 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
84 // it up or let it remain constant during quantization. 85 // it up or let it remain constant during quantization.
85 fsBuilder->codeAppendf("\t\tfloat r = " 86 fsBuilder->codeAppendf("\t\tfloat r = "
86 "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",
87 fsBuilder->fragmentPosition()); 88 fsBuilder->fragmentPosition());
88 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",
89 args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_st r()); 90 args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_st r());
90 } 91 }
91 92
92 ////////////////////////////////////////////////////////////////////////////// 93 //////////////////////////////////////////////////////////////////////////////
93 94
94 void DitherEffect::onGetGLProcessorKey(const GrGLSLCaps& caps, 95 void DitherEffect::onGetGLProcessorKey(const GrGLSLCaps& caps,
95 GrProcessorKeyBuilder* b) const { 96 GrProcessorKeyBuilder* b) const {
96 GLDitherEffect::GenKey(*this, caps, b); 97 GLDitherEffect::GenKey(*this, caps, b);
97 } 98 }
98 99
99 GrGLFragmentProcessor* DitherEffect::onCreateGLInstance() const { 100 GrGLFragmentProcessor* DitherEffect::onCreateGLInstance() const {
100 return new GLDitherEffect(*this); 101 return new GLDitherEffect(*this);
101 } 102 }
102 103
103 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); } 104 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); }
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