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

Issue 385713005: Allow GrGLEffects to produce variable length keys. (Closed) Base URL: https://skia.googlesource.com/skia.git@key
Patch Set: rebase Created 6 years, 5 months 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 9
10 #include "gl/GrGLEffect.h" 10 #include "gl/GrGLEffect.h"
(...skipping 54 matching lines...) Expand 10 before | Expand all | Expand 10 after
65 } 65 }
66 66
67 ////////////////////////////////////////////////////////////////////////////// 67 //////////////////////////////////////////////////////////////////////////////
68 68
69 class GLDitherEffect : public GrGLEffect { 69 class GLDitherEffect : public GrGLEffect {
70 public: 70 public:
71 GLDitherEffect(const GrBackendEffectFactory&, const GrDrawEffect&); 71 GLDitherEffect(const GrBackendEffectFactory&, const GrDrawEffect&);
72 72
73 virtual void emitCode(GrGLShaderBuilder* builder, 73 virtual void emitCode(GrGLShaderBuilder* builder,
74 const GrDrawEffect& drawEffect, 74 const GrDrawEffect& drawEffect,
75 EffectKey key, 75 const GrEffectKey& key,
76 const char* outputColor, 76 const char* outputColor,
77 const char* inputColor, 77 const char* inputColor,
78 const TransformedCoordsArray&, 78 const TransformedCoordsArray&,
79 const TextureSamplerArray&) SK_OVERRIDE; 79 const TextureSamplerArray&) SK_OVERRIDE;
80 80
81 private: 81 private:
82 typedef GrGLEffect INHERITED; 82 typedef GrGLEffect INHERITED;
83 }; 83 };
84 84
85 GLDitherEffect::GLDitherEffect(const GrBackendEffectFactory& factory, 85 GLDitherEffect::GLDitherEffect(const GrBackendEffectFactory& factory,
86 const GrDrawEffect& drawEffect) 86 const GrDrawEffect& drawEffect)
87 : INHERITED (factory) { 87 : INHERITED (factory) {
88 } 88 }
89 89
90 void GLDitherEffect::emitCode(GrGLShaderBuilder* builder, 90 void GLDitherEffect::emitCode(GrGLShaderBuilder* builder,
91 const GrDrawEffect& drawEffect, 91 const GrDrawEffect& drawEffect,
92 EffectKey key, 92 const GrEffectKey& key,
93 const char* outputColor, 93 const char* outputColor,
94 const char* inputColor, 94 const char* inputColor,
95 const TransformedCoordsArray&, 95 const TransformedCoordsArray&,
96 const TextureSamplerArray& samplers) { 96 const TextureSamplerArray& samplers) {
97 // Generate a random number based on the fragment position. For this 97 // Generate a random number based on the fragment position. For this
98 // random number generator, we use the "GLSL rand" function 98 // random number generator, we use the "GLSL rand" function
99 // that seems to be floating around on the internet. It works under 99 // that seems to be floating around on the internet. It works under
100 // the assumption that sin(<big number>) oscillates with high frequency 100 // the assumption that sin(<big number>) oscillates with high frequency
101 // and sampling it will generate "randomness". Since we're using this 101 // and sampling it will generate "randomness". Since we're using this
102 // for rendering and not cryptography it should be OK. 102 // for rendering and not cryptography it should be OK.
103 103
104 // For each channel c, add the random offset to the pixel to either bump 104 // For each channel c, add the random offset to the pixel to either bump
105 // it up or let it remain constant during quantization. 105 // it up or let it remain constant during quantization.
106 builder->fsCodeAppendf("\t\tfloat r = " 106 builder->fsCodeAppendf("\t\tfloat r = "
107 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758. 5453);\n", 107 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758. 5453);\n",
108 builder->fragmentPosition()); 108 builder->fragmentPosition());
109 builder->fsCodeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", 109 builder->fsCodeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
110 outputColor, GrGLSLExpr4(inputColor).c_str()); 110 outputColor, GrGLSLExpr4(inputColor).c_str());
111 } 111 }
112 112
113 ////////////////////////////////////////////////////////////////////////////// 113 //////////////////////////////////////////////////////////////////////////////
114 114
115 GrEffect* GrDitherEffect::Create() { return DitherEffect::Create(); } 115 GrEffect* GrDitherEffect::Create() { return DitherEffect::Create(); }
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