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

Issue 582963002: Solo gp (Closed) Base URL: https://skia.googlesource.com/skia.git@no_peb
Patch Set: rebase Created 6 years, 2 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 "gl/builders/GrGLProgramBuilder.h" 8 #include "gl/builders/GrGLProgramBuilder.h"
9 #include "GrDitherEffect.h" 9 #include "GrDitherEffect.h"
10 10
11 #include "gl/GrGLEffect.h" 11 #include "gl/GrGLProcessor.h"
12 #include "gl/GrGLSL.h" 12 #include "gl/GrGLSL.h"
13 #include "GrTBackendEffectFactory.h" 13 #include "GrTBackendProcessorFactory.h"
14 14
15 #include "SkRect.h" 15 #include "SkRect.h"
16 16
17 ////////////////////////////////////////////////////////////////////////////// 17 //////////////////////////////////////////////////////////////////////////////
18 18
19 class GLDitherEffect; 19 class GLDitherEffect;
20 20
21 class DitherEffect : public GrEffect { 21 class DitherEffect : public GrFragmentProcessor {
22 public: 22 public:
23 static GrEffect* Create() { 23 static GrFragmentProcessor* Create() {
24 GR_CREATE_STATIC_EFFECT(gDitherEffect, DitherEffect, ()) 24 GR_CREATE_STATIC_FRAGMENT_PROCESSOR(gDitherEffect, DitherEffect, ())
25 return SkRef(gDitherEffect); 25 return SkRef(gDitherEffect);
26 } 26 }
27 27
28 virtual ~DitherEffect() {}; 28 virtual ~DitherEffect() {};
29 static const char* Name() { return "Dither"; } 29 static const char* Name() { return "Dither"; }
30 30
31 typedef GLDitherEffect GLEffect; 31 typedef GLDitherEffect GLProcessor;
32 32
33 virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags ) const SK_OVERRIDE; 33 virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags ) const SK_OVERRIDE;
34 34
35 virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE { 35 virtual const GrBackendFragmentProcessorFactory& getFactory() const SK_OVERR IDE {
36 return GrTBackendEffectFactory<DitherEffect>::getInstance(); 36 return GrTBackendFragmentProcessorFactory<DitherEffect>::getInstance();
37 } 37 }
38 38
39 private: 39 private:
40 DitherEffect() { 40 DitherEffect() {
41 this->setWillReadFragmentPosition(); 41 this->setWillReadFragmentPosition();
42 } 42 }
43 43
44 // All dither effects are equal 44 // All dither effects are equal
45 virtual bool onIsEqual(const GrEffect&) const SK_OVERRIDE { return true; } 45 virtual bool onIsEqual(const GrProcessor&) const SK_OVERRIDE { return true; }
46 46
47 GR_DECLARE_EFFECT_TEST; 47 GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
48 48
49 typedef GrEffect INHERITED; 49 typedef GrFragmentProcessor INHERITED;
50 }; 50 };
51 51
52 void DitherEffect::getConstantColorComponents(GrColor* color, uint32_t* validFla gs) const { 52 void DitherEffect::getConstantColorComponents(GrColor* color, uint32_t* validFla gs) const {
53 *validFlags = 0; 53 *validFlags = 0;
54 } 54 }
55 55
56 ////////////////////////////////////////////////////////////////////////////// 56 //////////////////////////////////////////////////////////////////////////////
57 57
58 GR_DEFINE_EFFECT_TEST(DitherEffect); 58 GR_DEFINE_FRAGMENT_PROCESSOR_TEST(DitherEffect);
59 59
60 GrEffect* DitherEffect::TestCreate(SkRandom*, 60 GrFragmentProcessor* DitherEffect::TestCreate(SkRandom*,
61 GrContext*, 61 GrContext*,
62 const GrDrawTargetCaps&, 62 const GrDrawTargetCaps&,
63 GrTexture*[]) { 63 GrTexture*[]) {
64 return DitherEffect::Create(); 64 return DitherEffect::Create();
65 } 65 }
66 66
67 ////////////////////////////////////////////////////////////////////////////// 67 //////////////////////////////////////////////////////////////////////////////
68 68
69 class GLDitherEffect : public GrGLEffect { 69 class GLDitherEffect : public GrGLFragmentProcessor {
70 public: 70 public:
71 GLDitherEffect(const GrBackendEffectFactory&, const GrEffect&); 71 GLDitherEffect(const GrBackendProcessorFactory&, const GrProcessor&);
72 72
73 virtual void emitCode(GrGLProgramBuilder* builder, 73 virtual void emitCode(GrGLProgramBuilder* builder,
74 const GrEffect& effect, 74 const GrFragmentProcessor& fp,
75 const GrEffectKey& key, 75 const GrProcessorKey& 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 GrGLFragmentProcessor INHERITED;
83 }; 83 };
84 84
85 GLDitherEffect::GLDitherEffect(const GrBackendEffectFactory& factory, 85 GLDitherEffect::GLDitherEffect(const GrBackendProcessorFactory& factory,
86 const GrEffect& effect) 86 const GrProcessor&)
87 : INHERITED (factory) { 87 : INHERITED (factory) {
88 } 88 }
89 89
90 void GLDitherEffect::emitCode(GrGLProgramBuilder* builder, 90 void GLDitherEffect::emitCode(GrGLProgramBuilder* builder,
91 const GrEffect& effect, 91 const GrFragmentProcessor& fp,
92 const GrEffectKey& key, 92 const GrProcessorKey& 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 GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder(); 97 GrGLFragmentShaderBuilder* fsBuilder = builder->getFragmentShaderBuilder();
98 // Generate a random number based on the fragment position. For this 98 // Generate a random number based on the fragment position. For this
99 // random number generator, we use the "GLSL rand" function 99 // random number generator, we use the "GLSL rand" function
100 // that seems to be floating around on the internet. It works under 100 // that seems to be floating around on the internet. It works under
101 // the assumption that sin(<big number>) oscillates with high frequency 101 // the assumption that sin(<big number>) oscillates with high frequency
102 // and sampling it will generate "randomness". Since we're using this 102 // and sampling it will generate "randomness". Since we're using this
103 // for rendering and not cryptography it should be OK. 103 // for rendering and not cryptography it should be OK.
104 104
105 // For each channel c, add the random offset to the pixel to either bump 105 // For each channel c, add the random offset to the pixel to either bump
106 // it up or let it remain constant during quantization. 106 // it up or let it remain constant during quantization.
107 fsBuilder->codeAppendf("\t\tfloat r = " 107 fsBuilder->codeAppendf("\t\tfloat r = "
108 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758. 5453);\n", 108 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758. 5453);\n",
109 fsBuilder->fragmentPosition()); 109 fsBuilder->fragmentPosition());
110 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", 110 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
111 outputColor, GrGLSLExpr4(inputColor).c_str()); 111 outputColor, GrGLSLExpr4(inputColor).c_str());
112 } 112 }
113 113
114 ////////////////////////////////////////////////////////////////////////////// 114 //////////////////////////////////////////////////////////////////////////////
115 115
116 GrEffect* GrDitherEffect::Create() { return DitherEffect::Create(); } 116 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); }
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