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

Issue 778453002: Remove backend factories (Closed) Base URL: https://skia.googlesource.com/skia.git@unichoice
Patch Set: cleanup Created 6 years 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"
9 #include "GrDitherEffect.h" 8 #include "GrDitherEffect.h"
9 #include "GrFragmentProcessor.h"
10 #include "GrInvariantOutput.h" 10 #include "GrInvariantOutput.h"
11 #include "SkRect.h"
11 #include "gl/GrGLProcessor.h" 12 #include "gl/GrGLProcessor.h"
12 #include "gl/GrGLSL.h" 13 #include "gl/GrGLSL.h"
13 #include "GrTBackendProcessorFactory.h" 14 #include "gl/builders/GrGLProgramBuilder.h"
14
15 #include "SkRect.h"
16 15
17 ////////////////////////////////////////////////////////////////////////////// 16 //////////////////////////////////////////////////////////////////////////////
18 17
19 class GLDitherEffect;
20
21 class DitherEffect : public GrFragmentProcessor { 18 class DitherEffect : public GrFragmentProcessor {
22 public: 19 public:
23 static GrFragmentProcessor* Create() { 20 static GrFragmentProcessor* Create() {
24 GR_CREATE_STATIC_PROCESSOR(gDitherEffect, DitherEffect, ()) 21 GR_CREATE_STATIC_PROCESSOR(gDitherEffect, DitherEffect, ())
25 return SkRef(gDitherEffect); 22 return SkRef(gDitherEffect);
26 } 23 }
27 24
28 virtual ~DitherEffect() {}; 25 virtual ~DitherEffect() {};
29 static const char* Name() { return "Dither"; }
30 26
31 typedef GLDitherEffect GLProcessor; 27 virtual const char* name() const SK_OVERRIDE { return "Dither"; }
32 28
33 virtual const GrBackendFragmentProcessorFactory& getFactory() const SK_OVERR IDE { 29 virtual void getGLProcessorKey(const GrGLCaps&, GrProcessorKeyBuilder*) cons t SK_OVERRIDE;
34 return GrTBackendFragmentProcessorFactory<DitherEffect>::getInstance(); 30
31 virtual GrGLFragmentProcessor* createGLInstance() const SK_OVERRIDE;
32
33 virtual uint32_t classID() const {
34 static uint32_t id = GenClassID();
35 return id;
35 } 36 }
36 37
37 private: 38 private:
38 DitherEffect() { 39 DitherEffect() {
39 this->setWillReadFragmentPosition(); 40 this->setWillReadFragmentPosition();
40 } 41 }
41 42
42 // All dither effects are equal 43 // All dither effects are equal
43 virtual bool onIsEqual(const GrFragmentProcessor&) const SK_OVERRIDE { retur n true; } 44 virtual bool onIsEqual(const GrFragmentProcessor&) const SK_OVERRIDE { retur n true; }
44 45
(...skipping 16 matching lines...) Expand all
61 GrContext*, 62 GrContext*,
62 const GrDrawTargetCaps&, 63 const GrDrawTargetCaps&,
63 GrTexture*[]) { 64 GrTexture*[]) {
64 return DitherEffect::Create(); 65 return DitherEffect::Create();
65 } 66 }
66 67
67 ////////////////////////////////////////////////////////////////////////////// 68 //////////////////////////////////////////////////////////////////////////////
68 69
69 class GLDitherEffect : public GrGLFragmentProcessor { 70 class GLDitherEffect : public GrGLFragmentProcessor {
70 public: 71 public:
71 GLDitherEffect(const GrBackendProcessorFactory&, const GrProcessor&); 72 GLDitherEffect(const GrProcessor&);
72 73
73 virtual void emitCode(GrGLFPBuilder* builder, 74 virtual void emitCode(GrGLFPBuilder* builder,
74 const GrFragmentProcessor& fp, 75 const GrFragmentProcessor& fp,
75 const char* outputColor, 76 const char* outputColor,
76 const char* inputColor, 77 const char* inputColor,
77 const TransformedCoordsArray&, 78 const TransformedCoordsArray&,
78 const TextureSamplerArray&) SK_OVERRIDE; 79 const TextureSamplerArray&) SK_OVERRIDE;
79 80
80 private: 81 private:
81 typedef GrGLFragmentProcessor INHERITED; 82 typedef GrGLFragmentProcessor INHERITED;
82 }; 83 };
83 84
84 GLDitherEffect::GLDitherEffect(const GrBackendProcessorFactory& factory, 85 GLDitherEffect::GLDitherEffect(const GrProcessor&) {
85 const GrProcessor&)
86 : INHERITED (factory) {
87 } 86 }
88 87
89 void GLDitherEffect::emitCode(GrGLFPBuilder* builder, 88 void GLDitherEffect::emitCode(GrGLFPBuilder* builder,
90 const GrFragmentProcessor& fp, 89 const GrFragmentProcessor& fp,
91 const char* outputColor, 90 const char* outputColor,
92 const char* inputColor, 91 const char* inputColor,
93 const TransformedCoordsArray&, 92 const TransformedCoordsArray&,
94 const TextureSamplerArray& samplers) { 93 const TextureSamplerArray& samplers) {
95 GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder(); 94 GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
96 // Generate a random number based on the fragment position. For this 95 // Generate a random number based on the fragment position. For this
97 // random number generator, we use the "GLSL rand" function 96 // random number generator, we use the "GLSL rand" function
98 // that seems to be floating around on the internet. It works under 97 // that seems to be floating around on the internet. It works under
99 // the assumption that sin(<big number>) oscillates with high frequency 98 // the assumption that sin(<big number>) oscillates with high frequency
100 // and sampling it will generate "randomness". Since we're using this 99 // and sampling it will generate "randomness". Since we're using this
101 // for rendering and not cryptography it should be OK. 100 // for rendering and not cryptography it should be OK.
102 101
103 // For each channel c, add the random offset to the pixel to either bump 102 // For each channel c, add the random offset to the pixel to either bump
104 // it up or let it remain constant during quantization. 103 // it up or let it remain constant during quantization.
105 fsBuilder->codeAppendf("\t\tfloat r = " 104 fsBuilder->codeAppendf("\t\tfloat r = "
106 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758. 5453);\n", 105 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758. 5453);\n",
107 fsBuilder->fragmentPosition()); 106 fsBuilder->fragmentPosition());
108 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", 107 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
109 outputColor, GrGLSLExpr4(inputColor).c_str()); 108 outputColor, GrGLSLExpr4(inputColor).c_str());
110 } 109 }
111 110
112 ////////////////////////////////////////////////////////////////////////////// 111 //////////////////////////////////////////////////////////////////////////////
113 112
113 void DitherEffect::getGLProcessorKey(const GrGLCaps& caps,
114 GrProcessorKeyBuilder* b) const {
115 GLDitherEffect::GenKey(*this, caps, b);
116 }
117
118 GrGLFragmentProcessor* DitherEffect::createGLInstance() const {
119 return SkNEW_ARGS(GLDitherEffect, (*this));
120 }
121
114 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); } 122 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); }
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