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

Issue 1457543003: Add ShaderBuilders to EmitArgs and remove gettings from ProgBuilder. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: 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"
(...skipping 55 matching lines...) Expand 10 before | Expand all | Expand 10 after
66 virtual void emitCode(EmitArgs& args) override; 66 virtual void emitCode(EmitArgs& args) override;
67 67
68 private: 68 private:
69 typedef GrGLSLFragmentProcessor INHERITED; 69 typedef GrGLSLFragmentProcessor INHERITED;
70 }; 70 };
71 71
72 GLDitherEffect::GLDitherEffect(const GrProcessor&) { 72 GLDitherEffect::GLDitherEffect(const GrProcessor&) {
73 } 73 }
74 74
75 void GLDitherEffect::emitCode(EmitArgs& args) { 75 void GLDitherEffect::emitCode(EmitArgs& args) {
76 GrGLSLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder() ; 76 GrGLSLFragmentBuilder* fragBuilder = args.fFragBuilder;
77 // Generate a random number based on the fragment position. For this 77 // Generate a random number based on the fragment position. For this
78 // random number generator, we use the "GLSL rand" function 78 // random number generator, we use the "GLSL rand" function
79 // 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
80 // the assumption that sin(<big number>) oscillates with high frequency 80 // the assumption that sin(<big number>) oscillates with high frequency
81 // and sampling it will generate "randomness". Since we're using this 81 // and sampling it will generate "randomness". Since we're using this
82 // for rendering and not cryptography it should be OK. 82 // for rendering and not cryptography it should be OK.
83 83
84 // 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
85 // it up or let it remain constant during quantization. 85 // it up or let it remain constant during quantization.
86 fsBuilder->codeAppendf("\t\tfloat r = " 86 fragBuilder->codeAppendf("\t\tfloat r = "
87 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758. 5453);\n", 87 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 4375 8.5453);\n",
88 fsBuilder->fragmentPosition()); 88 fragBuilder->fragmentPosition());
89 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", 89 fragBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
90 args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_st r()); 90 args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_ str());
91 } 91 }
92 92
93 ////////////////////////////////////////////////////////////////////////////// 93 //////////////////////////////////////////////////////////////////////////////
94 94
95 void DitherEffect::onGetGLSLProcessorKey(const GrGLSLCaps& caps, 95 void DitherEffect::onGetGLSLProcessorKey(const GrGLSLCaps& caps,
96 GrProcessorKeyBuilder* b) const { 96 GrProcessorKeyBuilder* b) const {
97 GLDitherEffect::GenKey(*this, caps, b); 97 GLDitherEffect::GenKey(*this, caps, b);
98 } 98 }
99 99
100 GrGLSLFragmentProcessor* DitherEffect::onCreateGLSLInstance() const { 100 GrGLSLFragmentProcessor* DitherEffect::onCreateGLSLInstance() const {
101 return new GLDitherEffect(*this); 101 return new GLDitherEffect(*this);
102 } 102 }
103 103
104 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); } 104 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); }
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