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authorGravatar Brian Salomon <bsalomon@google.com>2017-07-18 20:45:21 +0000
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-07-18 20:45:35 +0000
commit0f01b2e8b5e3119e91886a2f7ec772a915d97a8c (patch)
tree2630a44a3f483cd1bb4333a65e1ebe7c005cb8c5
parent312f4b24f96ff8c3f2bdb040b8167c09765992e4 (diff)
Revert "Revert "Improvements to GPU dither.""
This reverts commit 38fb308f3156aab1e42a61d77d08906a06263879. Reason for revert: Reland with SkSL caps fix for vulkan Original change's description: > Revert "Improvements to GPU dither." > > This reverts commit 1806e33e6a09b1361de4925d32389a01e0e2c7e7. > > Reason for revert: <INSERT REASONING HERE> > > Original change's description: > > Improvements to GPU dither. > > > > 1) Makes the range of the offset dependent on the config. > > > > 2) Uses an ordered dither on GPUs that support integers in shaders. > > > > 3) Enables dithering for all paints with dither flag when the color type of the dst is 4444 > > > > 4) Dithers r,g,b and clamps to 0,a rather than dithering all four channels (same as CPU backend). > > > > Bug: skia: > > Change-Id: Ie22c3adc38c6d1dbbcd97e4b7d16fc843e392c2e > > Reviewed-on: https://skia-review.googlesource.com/23485 > > Commit-Queue: Brian Salomon <bsalomon@google.com> > > Reviewed-by: Robert Phillips <robertphillips@google.com> > > TBR=bsalomon@google.com,robertphillips@google.com > > Change-Id: Ie82e88bd9032bf8eee745d32d9b57c335a8997c9 > No-Presubmit: true > No-Tree-Checks: true > No-Try: true > Bug: skia: > Reviewed-on: https://skia-review.googlesource.com/24325 > Reviewed-by: Brian Salomon <bsalomon@google.com> > Commit-Queue: Brian Salomon <bsalomon@google.com> TBR=bsalomon@google.com,robertphillips@google.com Change-Id: Ic38ac276c8b88b8d993a29d1fcbfe37e84becd2a No-Presubmit: true No-Tree-Checks: true No-Try: true Bug: skia: Reviewed-on: https://skia-review.googlesource.com/24282 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
-rw-r--r--src/core/SkPaintPriv.cpp4
-rw-r--r--src/gpu/SkGr.cpp5
-rw-r--r--src/gpu/effects/GrDitherEffect.cpp7
-rw-r--r--src/gpu/effects/GrDitherEffect.fp83
-rw-r--r--src/gpu/effects/GrDitherEffect.h36
5 files changed, 113 insertions, 22 deletions
diff --git a/src/core/SkPaintPriv.cpp b/src/core/SkPaintPriv.cpp
index dcd8dd6a5a..7d771f88a6 100644
--- a/src/core/SkPaintPriv.cpp
+++ b/src/core/SkPaintPriv.cpp
@@ -75,8 +75,8 @@ bool SkPaintPriv::ShouldDither(const SkPaint& p, SkColorType dstCT) {
return false;
}
- // We always dither 565 when requested.
- if (dstCT == SkColorType::kRGB_565_SkColorType) {
+ // We always dither 565 or 4444 when requested.
+ if (dstCT == kRGB_565_SkColorType || dstCT == kARGB_4444_SkColorType) {
return true;
}
diff --git a/src/gpu/SkGr.cpp b/src/gpu/SkGr.cpp
index b37a607052..6d8e46ddca 100644
--- a/src/gpu/SkGr.cpp
+++ b/src/gpu/SkGr.cpp
@@ -535,7 +535,10 @@ static inline bool skpaint_to_grpaint_impl(GrContext* context,
GrPixelConfigToColorType(rtc->config(), &ct);
if (SkPaintPriv::ShouldDither(skPaint, ct) && grPaint->numColorFragmentProcessors() > 0
&& !rtc->isGammaCorrect()) {
- grPaint->addColorFragmentProcessor(GrDitherEffect::Make());
+ auto ditherFP = GrDitherEffect::Make(rtc->config());
+ if (ditherFP) {
+ grPaint->addColorFragmentProcessor(std::move(ditherFP));
+ }
}
#endif
return true;
diff --git a/src/gpu/effects/GrDitherEffect.cpp b/src/gpu/effects/GrDitherEffect.cpp
index 052ed4e36d..753bbce185 100644
--- a/src/gpu/effects/GrDitherEffect.cpp
+++ b/src/gpu/effects/GrDitherEffect.cpp
@@ -23,7 +23,7 @@ public:
GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder;
const GrDitherEffect& _outer = args.fFp.cast<GrDitherEffect>();
(void) _outer;
- fragBuilder->codeAppendf("float r = fract(sin(dot(sk_FragCoord.xy, vec2(12.989800000000001, 78.233000000000004))) * 43758.545299999998) - 0.5;\n%s = clamp(0.0039215686274509803 * vec4(r) + %s, 0.0, 1.0);\n", args.fOutputColor, args.fInputColor ? args.fInputColor : "vec4(1)");
+ fragBuilder->codeAppendf("float value;\nfloat range;\n@switch (%d) {\n case 0:\n range = 0.0039215686274509803;\n break;\n case 1:\n range = 0.015873015873015872;\n break;\n default:\n range = 0.0083333333333333332;\n break;\n}\n@if (sk_Caps.integerSupport) {\n int x = int(sk_FragCoord.x);\n int y = int(sk_FragCoord.y);\n uint m = uint((((((y & 1) << 5 | (x & 1) << 4) | (y & 2) << 2) | (x & 2) << 1) | (y & 4) >> 1) | (x & 4) >> 2);\n value = float(m) / 64.0 - 0.4921875;\n} else {\n value = fract(sin(dot(sk_FragCoord.xy, vec2(12.989800000000001, 78.233000000000004))) * 43758.545299999998) - 0.5;\n}\n%s = vec4(clamp(%s.xyz + value * range, 0.0, %s.w), %s.w);\n", _outer.rangeType(), args.fOutputColor, args.fInputColor ? args.fInputColor : "vec4(1)", args.fInputColor ? args.fInputColor : "vec4(1)", args.fInputColor ? args.fInputColor : "vec4(1)");
}
private:
void onSetData(const GrGLSLProgramDataManager& pdman, const GrFragmentProcessor& _proc) override {
@@ -33,17 +33,20 @@ GrGLSLFragmentProcessor* GrDitherEffect::onCreateGLSLInstance() const {
return new GrGLSLDitherEffect();
}
void GrDitherEffect::onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const {
+ b->add32(fRangeType);
}
bool GrDitherEffect::onIsEqual(const GrFragmentProcessor& other) const {
const GrDitherEffect& that = other.cast<GrDitherEffect>();
(void) that;
+ if (fRangeType != that.fRangeType) return false;
return true;
}
GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrDitherEffect);
#if GR_TEST_UTILS
sk_sp<GrFragmentProcessor> GrDitherEffect::TestCreate(GrProcessorTestData* testData) {
- return GrDitherEffect::Make();
+ float range = testData->fRandom->nextRangeF(0.001f, 0.05f);
+ return sk_sp<GrFragmentProcessor>(new GrDitherEffect(range));
}
#endif
#endif
diff --git a/src/gpu/effects/GrDitherEffect.fp b/src/gpu/effects/GrDitherEffect.fp
index 1c35b38cd2..937efae264 100644
--- a/src/gpu/effects/GrDitherEffect.fp
+++ b/src/gpu/effects/GrDitherEffect.fp
@@ -1,17 +1,74 @@
-void main() {
- // 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.
+// This controls the range of values added to color channels
+layout(key) in int rangeType;
- // For each channel c, add the random offset to the pixel to either bump
- // it up or let it remain constant during quantization.
- float r = fract(sin(dot(sk_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453) - .5;
- sk_OutColor = clamp(1 / 255.0 * vec4(r) + sk_InColor, 0, 1);
+@make {
+ static sk_sp<GrFragmentProcessor> Make(GrPixelConfig dstConfig) {
+ int rangeType;
+ switch (dstConfig) {
+ case kGray_8_GrPixelConfig:
+ case kRGBA_8888_GrPixelConfig:
+ case kBGRA_8888_GrPixelConfig:
+ case kSRGBA_8888_GrPixelConfig:
+ case kSBGRA_8888_GrPixelConfig:
+ rangeType = 0;
+ break;
+ case kRGB_565_GrPixelConfig:
+ rangeType = 1;
+ break;
+ case kRGBA_4444_GrPixelConfig:
+ rangeType = 2;
+ break;
+ case kUnknown_GrPixelConfig:
+ case kAlpha_half_GrPixelConfig:
+ case kRGBA_8888_sint_GrPixelConfig:
+ case kRGBA_float_GrPixelConfig:
+ case kRG_float_GrPixelConfig:
+ case kRGBA_half_GrPixelConfig:
+ case kAlpha_8_GrPixelConfig:
+ return nullptr;
+ }
+ return sk_sp<GrFragmentProcessor>(new GrDitherEffect(rangeType));
+ }
+}
+
+void main() {
+ float value;
+ float range;
+ @switch (rangeType) {
+ case 0:
+ range = 1.0 / 255.0;
+ break;
+ case 1:
+ range = 1.0 / 63.0;
+ break;
+ default:
+ // Experimentally this looks better than the expected value of 1/15.
+ range = 0.125 / 15.0;
+ break;
+ }
+ @if (sk_Caps.integerSupport) {
+ // This ordered-dither code is lifted from the cpu backend.
+ int x = int(sk_FragCoord.x);
+ int y = int(sk_FragCoord.y);
+ uint m = (y & 1) << 5 | (x & 1) << 4 |
+ (y & 2) << 2 | (x & 2) << 1 |
+ (y & 4) >> 1 | (x & 4) >> 2;
+ value = float(m) * 1.0 / 64.0 - 63.0 / 128.0;
+ } else {
+ // 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.
+ value = fract(sin(dot(sk_FragCoord.xy, vec2(12.9898, 78.233))) * 43758.5453) - .5;
+ }
+ // For each color channel, add the random offset to the channel value and then clamp
+ // between 0 and alpha to keep the color premultiplied.
+ sk_OutColor = vec4(clamp(sk_InColor.rgb + value * range, 0, sk_InColor.a), sk_InColor.a);
}
@test(testData) {
- return GrDitherEffect::Make();
-} \ No newline at end of file
+ float range = testData->fRandom->nextRangeF(0.001f, 0.05f);
+ return sk_sp<GrFragmentProcessor>(new GrDitherEffect(range));
+}
diff --git a/src/gpu/effects/GrDitherEffect.h b/src/gpu/effects/GrDitherEffect.h
index a996ad94c2..63c0df7eb2 100644
--- a/src/gpu/effects/GrDitherEffect.h
+++ b/src/gpu/effects/GrDitherEffect.h
@@ -18,19 +18,47 @@
#include "effects/GrProxyMove.h"
class GrDitherEffect : public GrFragmentProcessor {
public:
- static sk_sp<GrFragmentProcessor> Make() {
- return sk_sp<GrFragmentProcessor>(new GrDitherEffect());
+ int rangeType() const { return fRangeType; }
+
+ static sk_sp<GrFragmentProcessor> Make(GrPixelConfig dstConfig) {
+ int rangeType;
+ switch (dstConfig) {
+ case kGray_8_GrPixelConfig:
+ case kRGBA_8888_GrPixelConfig:
+ case kBGRA_8888_GrPixelConfig:
+ case kSRGBA_8888_GrPixelConfig:
+ case kSBGRA_8888_GrPixelConfig:
+ rangeType = 0;
+ break;
+ case kRGB_565_GrPixelConfig:
+ rangeType = 1;
+ break;
+ case kRGBA_4444_GrPixelConfig:
+ rangeType = 2;
+ break;
+ case kUnknown_GrPixelConfig:
+ case kAlpha_half_GrPixelConfig:
+ case kRGBA_8888_sint_GrPixelConfig:
+ case kRGBA_float_GrPixelConfig:
+ case kRG_float_GrPixelConfig:
+ case kRGBA_half_GrPixelConfig:
+ case kAlpha_8_GrPixelConfig:
+ return nullptr;
+ }
+ return sk_sp<GrFragmentProcessor>(new GrDitherEffect(rangeType));
}
const char* name() const override { return "DitherEffect"; }
private:
- GrDitherEffect()
- : INHERITED(kNone_OptimizationFlags) {
+ GrDitherEffect(int rangeType)
+ : INHERITED(kNone_OptimizationFlags)
+ , fRangeType(rangeType) {
this->initClassID<GrDitherEffect>();
}
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override;
void onGetGLSLProcessorKey(const GrShaderCaps&,GrProcessorKeyBuilder*) const override;
bool onIsEqual(const GrFragmentProcessor&) const override;
GR_DECLARE_FRAGMENT_PROCESSOR_TEST
+ int fRangeType;
typedef GrFragmentProcessor INHERITED;
};
#endif