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Unified 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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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();
+}
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