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

Issue 321253002: Simple GPU based dithering (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Turn off dithering on GM Created 6 years, 6 months ago
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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 "GrDitherEffect.h"
9
10 #include "gl/GrGLEffect.h"
11 #include "gl/GrGLSL.h"
12 #include "GrTBackendEffectFactory.h"
13
14 #include "SkRect.h"
15
16 //////////////////////////////////////////////////////////////////////////////
17
18 class GLDitherEffect;
19
20 class DitherEffect : public GrEffect {
21 public:
22 static GrEffectRef* Create() {
23 return CreateEffectRef(AutoEffectUnref(SkNEW(DitherEffect)));
24 }
25
26 virtual ~DitherEffect() {};
27 static const char* Name() { return "Dither"; }
28
29 typedef GLDitherEffect GLEffect;
30
31 virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags ) const SK_OVERRIDE;
32
33 virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE {
34 return GrTBackendEffectFactory<DitherEffect>::getInstance();
35 }
36
37 private:
38 DitherEffect() {
39 this->setWillReadFragmentPosition();
40 }
41
42 // All dither effects are equal
43 virtual bool onIsEqual(const GrEffect&) const SK_OVERRIDE { return true; }
44
45 GR_DECLARE_EFFECT_TEST;
46
47 typedef GrEffect INHERITED;
48 };
49
50 void DitherEffect::getConstantColorComponents(GrColor* color, uint32_t* validFla gs) const {
51 *validFlags = 0;
52 }
53
54 //////////////////////////////////////////////////////////////////////////////
55
56 GR_DEFINE_EFFECT_TEST(DitherEffect);
57
58 GrEffectRef* DitherEffect::TestCreate(SkRandom*,
59 GrContext*,
60 const GrDrawTargetCaps&,
61 GrTexture*[]) {
62 return DitherEffect::Create();
63 }
64
65 //////////////////////////////////////////////////////////////////////////////
66
67 class GLDitherEffect : public GrGLEffect {
68 public:
69 GLDitherEffect(const GrBackendEffectFactory&, const GrDrawEffect&);
70
71 virtual void emitCode(GrGLShaderBuilder* builder,
72 const GrDrawEffect& drawEffect,
73 EffectKey key,
74 const char* outputColor,
75 const char* inputColor,
76 const TransformedCoordsArray&,
77 const TextureSamplerArray&) SK_OVERRIDE;
78
79 private:
80 typedef GrGLEffect INHERITED;
81 };
82
83 GLDitherEffect::GLDitherEffect(const GrBackendEffectFactory& factory,
84 const GrDrawEffect& drawEffect)
85 : INHERITED (factory) {
86 }
87
88 void GLDitherEffect::emitCode(GrGLShaderBuilder* builder,
89 const GrDrawEffect& drawEffect,
90 EffectKey key,
91 const char* outputColor,
92 const char* inputColor,
93 const TransformedCoordsArray&,
94 const TextureSamplerArray& samplers) {
95 #if GR_DITHER_RANDOM
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:
104 // 1. Compute quantized colors [low, high] that c is between
105 // 2. Pick high by flipping a coin weighted by (c - low)
106 builder->fsCodeAppendf("\t\tfloat r = "
107 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758. 5453);\n",
108 builder->fragmentPosition());
109
110 // For each channel, weight the neighboring pixel values based on thier
111 // distance from the input channel
112 static const char *kSuffixes[] = { "r", "g", "b" };
113 static const int kNumSuffixes = SK_ARRAY_COUNT(kSuffixes);
114 for (int i = 0; i < kNumSuffixes; ++i) {
115 builder->fsCodeAppendf("\t\tfloat dithered_%s;\n", kSuffixes[i]);
116 builder->fsCodeAppendf("\t\t{\n");
117 builder->fsCodeAppendf("\t\t\tfloat channel = 255.0f * %s.%s;\n",
118 inputColor, kSuffixes[i]);
119 builder->fsCodeAppendf("\t\t\tfloat low = floor(channel);\n");
120 builder->fsCodeAppendf("\t\t\tfloat c = channel-low;\n");
121 builder->fsCodeAppendf("\t\t\tfloat high = low + 1;\n");
122 builder->fsCodeAppendf("\t\t\tfloat t = float(c > r);\n");
123 builder->fsCodeAppendf("\t\t\tdithered_%s = (low*(1-t) + high*t)/255.0f; \n", kSuffixes[i]);
124 builder->fsCodeAppendf("\t\t}\n");
125 }
126
127 builder->fsCodeAppendf("\t\t%s = vec4(", outputColor);
128 for (int i = 0; i < kNumSuffixes; ++i) {
129 builder->fsCodeAppendf("dithered_%s%s", kSuffixes[i], (i < kNumSuffixes) ? ", " : "");
130 }
131 builder->fsCodeAppendf("%s.a);\n", inputColor);
132 #else
133 builder->fsCodeAppendf("\t\tfloat dither[4] = float[4](\n");
134 builder->fsCodeAppendf("\t\t\t0.000784314, 0.00235294, 0.00313725, 0.0015686 3);\n");
135 builder->fsCodeAppendf("\t\tint x = int(%s.x + 0.5) & 1;\n", builder->fragme ntPosition());
bsalomon 2014/06/12 19:59:54 ES2 doesn't have integer types. We may need to hav
136 builder->fsCodeAppendf("\t\tint y = int(%s.y + 0.5) & 1;\n", builder->fragme ntPosition());
137 builder->fsCodeAppendf("\t\tfloat d = dither[y*2+x];\n");
138 builder->fsCodeAppendf("\t\t%s = vec4(d, d, d, 0) + %s;\n",
139 outputColor, inputColor);
140 #endif
141 }
142
143 //////////////////////////////////////////////////////////////////////////////
144
145 GrEffectRef* GrDitherEffect::Create() {
146 return DitherEffect::Create();
147 }
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