Chromium Code Reviews| Index: src/gpu/effects/GrDitherEffect.cpp |
| diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp |
| new file mode 100644 |
| index 0000000000000000000000000000000000000000..ab6cef09017e31f9042af490ec02fbd135465df3 |
| --- /dev/null |
| +++ b/src/gpu/effects/GrDitherEffect.cpp |
| @@ -0,0 +1,147 @@ |
| +/* |
| + * Copyright 2014 Google Inc. |
| + * |
| + * Use of this source code is governed by a BSD-style license that can be |
| + * found in the LICENSE file. |
| + */ |
| + |
| +#include "GrDitherEffect.h" |
| + |
| +#include "gl/GrGLEffect.h" |
| +#include "gl/GrGLSL.h" |
| +#include "GrTBackendEffectFactory.h" |
| + |
| +#include "SkRect.h" |
| + |
| +////////////////////////////////////////////////////////////////////////////// |
| + |
| +class GLDitherEffect; |
| + |
| +class DitherEffect : public GrEffect { |
| +public: |
| + static GrEffectRef* Create() { |
| + return CreateEffectRef(AutoEffectUnref(SkNEW(DitherEffect))); |
| + } |
| + |
| + virtual ~DitherEffect() {}; |
| + static const char* Name() { return "Dither"; } |
| + |
| + typedef GLDitherEffect GLEffect; |
| + |
| + virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags) const SK_OVERRIDE; |
| + |
| + virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE { |
| + return GrTBackendEffectFactory<DitherEffect>::getInstance(); |
| + } |
| + |
| +private: |
| + DitherEffect() { |
| + this->setWillReadFragmentPosition(); |
| + } |
| + |
| + // All dither effects are equal |
| + virtual bool onIsEqual(const GrEffect&) const SK_OVERRIDE { return true; } |
| + |
| + GR_DECLARE_EFFECT_TEST; |
| + |
| + typedef GrEffect INHERITED; |
| +}; |
| + |
| +void DitherEffect::getConstantColorComponents(GrColor* color, uint32_t* validFlags) const { |
| + *validFlags = 0; |
| +} |
| + |
| +////////////////////////////////////////////////////////////////////////////// |
| + |
| +GR_DEFINE_EFFECT_TEST(DitherEffect); |
| + |
| +GrEffectRef* DitherEffect::TestCreate(SkRandom*, |
| + GrContext*, |
| + const GrDrawTargetCaps&, |
| + GrTexture*[]) { |
| + return DitherEffect::Create(); |
| +} |
| + |
| +////////////////////////////////////////////////////////////////////////////// |
| + |
| +class GLDitherEffect : public GrGLEffect { |
| +public: |
| + GLDitherEffect(const GrBackendEffectFactory&, const GrDrawEffect&); |
| + |
| + virtual void emitCode(GrGLShaderBuilder* builder, |
| + const GrDrawEffect& drawEffect, |
| + EffectKey key, |
| + const char* outputColor, |
| + const char* inputColor, |
| + const TransformedCoordsArray&, |
| + const TextureSamplerArray&) SK_OVERRIDE; |
| + |
| +private: |
| + typedef GrGLEffect INHERITED; |
| +}; |
| + |
| +GLDitherEffect::GLDitherEffect(const GrBackendEffectFactory& factory, |
| + const GrDrawEffect& drawEffect) |
| + : INHERITED (factory) { |
| +} |
| + |
| +void GLDitherEffect::emitCode(GrGLShaderBuilder* builder, |
| + const GrDrawEffect& drawEffect, |
| + EffectKey key, |
| + const char* outputColor, |
| + const char* inputColor, |
| + const TransformedCoordsArray&, |
| + const TextureSamplerArray& samplers) { |
| +#if GR_DITHER_RANDOM |
| + // Generate a random number based on the fragment position. For this |
| + // random number generator, we use the "GLSL rand" function |
| + // that seems to be floating around on the internet. It works under |
| + // the assumption that sin(<big number>) oscillates with high frequency |
| + // and sampling it will generate "randomness". Since we're using this |
| + // for rendering and not cryptography it should be OK. |
| + |
| + // for each channel c: |
| + // 1. Compute quantized colors [low, high] that c is between |
| + // 2. Pick high by flipping a coin weighted by (c - low) |
| + builder->fsCodeAppendf("\t\tfloat r = " |
| + "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n", |
| + builder->fragmentPosition()); |
| + |
| + // For each channel, weight the neighboring pixel values based on thier |
| + // distance from the input channel |
| + static const char *kSuffixes[] = { "r", "g", "b" }; |
| + static const int kNumSuffixes = SK_ARRAY_COUNT(kSuffixes); |
| + for (int i = 0; i < kNumSuffixes; ++i) { |
| + builder->fsCodeAppendf("\t\tfloat dithered_%s;\n", kSuffixes[i]); |
| + builder->fsCodeAppendf("\t\t{\n"); |
| + builder->fsCodeAppendf("\t\t\tfloat channel = 255.0f * %s.%s;\n", |
| + inputColor, kSuffixes[i]); |
| + builder->fsCodeAppendf("\t\t\tfloat low = floor(channel);\n"); |
| + builder->fsCodeAppendf("\t\t\tfloat c = channel-low;\n"); |
| + builder->fsCodeAppendf("\t\t\tfloat high = low + 1;\n"); |
| + builder->fsCodeAppendf("\t\t\tfloat t = float(c > r);\n"); |
| + builder->fsCodeAppendf("\t\t\tdithered_%s = (low*(1-t) + high*t)/255.0f;\n", kSuffixes[i]); |
| + builder->fsCodeAppendf("\t\t}\n"); |
| + } |
| + |
| + builder->fsCodeAppendf("\t\t%s = vec4(", outputColor); |
| + for (int i = 0; i < kNumSuffixes; ++i) { |
| + builder->fsCodeAppendf("dithered_%s%s", kSuffixes[i], (i < kNumSuffixes)? ", " : ""); |
| + } |
| + builder->fsCodeAppendf("%s.a);\n", inputColor); |
| +#else |
| + builder->fsCodeAppendf("\t\tfloat dither[4] = float[4](\n"); |
| + builder->fsCodeAppendf("\t\t\t0.000784314, 0.00235294, 0.00313725, 0.00156863);\n"); |
| + builder->fsCodeAppendf("\t\tint x = int(%s.x + 0.5) & 1;\n", builder->fragmentPosition()); |
|
bsalomon
2014/06/12 19:59:54
ES2 doesn't have integer types. We may need to hav
|
| + builder->fsCodeAppendf("\t\tint y = int(%s.y + 0.5) & 1;\n", builder->fragmentPosition()); |
| + builder->fsCodeAppendf("\t\tfloat d = dither[y*2+x];\n"); |
| + builder->fsCodeAppendf("\t\t%s = vec4(d, d, d, 0) + %s;\n", |
| + outputColor, inputColor); |
| +#endif |
| +} |
| + |
| +////////////////////////////////////////////////////////////////////////////// |
| + |
| +GrEffectRef* GrDitherEffect::Create() { |
| + return DitherEffect::Create(); |
| +} |