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authorGravatar sugoi@google.com <sugoi@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>2013-06-10 13:59:25 +0000
committerGravatar sugoi@google.com <sugoi@google.com@2bbb7eff-a529-9590-31e7-b0007b416f81>2013-06-10 13:59:25 +0000
commitd537af50fcd013aa69fddc24afb1b997408ec762 (patch)
tree59f1df943b2c5ec81cd4ade658bff816fbb795fc /src
parent370c534c19f0faa0d60b3cac2e77886b53535c8f (diff)
Fixed gpu perlin noise on Windows
I just cleaned up and re-ordered some instructions to reduce the number of registers used under the register limit. Instead of looping over channels, the function now only loops over octaves and computes all 4 channels separately within each octave loop. I made a noise function to make it simpler to make the changes and I fixed the code's alignment so that it's more readable. R=bsalomon@google.com, senorblanco@chromium.org Review URL: https://codereview.chromium.org/15753005 git-svn-id: http://skia.googlecode.com/svn/trunk@9486 2bbb7eff-a529-9590-31e7-b0007b416f81
Diffstat (limited to 'src')
-rw-r--r--src/effects/SkPerlinNoiseShader.cpp297
1 files changed, 168 insertions, 129 deletions
diff --git a/src/effects/SkPerlinNoiseShader.cpp b/src/effects/SkPerlinNoiseShader.cpp
index 37b7786f99..bbd550a6a3 100644
--- a/src/effects/SkPerlinNoiseShader.cpp
+++ b/src/effects/SkPerlinNoiseShader.cpp
@@ -164,7 +164,7 @@ public:
}
// Half of the largest possible value for 16 bit unsigned int
- static const SkScalar halfMax16bits = SkFloatToScalar(32767.5f);
+ static const SkScalar gHalfMax16bits = SkFloatToScalar(32767.5f);
// Compute gradients from permutated noise data
for (int channel = 0; channel < 4; ++channel) {
@@ -177,9 +177,9 @@ public:
fGradient[channel][i].normalize();
// Put the normalized gradient back into the noise data
fNoise[channel][i][0] = SkScalarRoundToInt(SkScalarMul(
- fGradient[channel][i].fX + SK_Scalar1, halfMax16bits));
+ fGradient[channel][i].fX + SK_Scalar1, gHalfMax16bits));
fNoise[channel][i][1] = SkScalarRoundToInt(SkScalarMul(
- fGradient[channel][i].fY + SK_Scalar1, halfMax16bits));
+ fGradient[channel][i].fY + SK_Scalar1, gHalfMax16bits));
}
}
@@ -494,7 +494,7 @@ void SkPerlinNoiseShader::shadeSpan16(int x, int y, uint16_t result[], int count
/////////////////////////////////////////////////////////////////////
-#if SK_SUPPORT_GPU && !defined(SK_BUILD_FOR_ANDROID) && !defined(SK_BUILD_FOR_WIN)
+#if SK_SUPPORT_GPU && !defined(SK_BUILD_FOR_ANDROID)
// CPU noise is faster on Android, so the GPU implementation is only for desktop
#include "GrTBackendEffectFactory.h"
@@ -767,50 +767,50 @@ void GrGLSimplexNoise::emitCode(GrGLShaderBuilder* builder,
const char* alphaUni = builder->getUniformCStr(fAlphaUni);
// Add vec3 modulo 289 function
- static const GrGLShaderVar vec3_Args[] = {
+ static const GrGLShaderVar gVec3Args[] = {
GrGLShaderVar("x", kVec3f_GrSLType)
};
SkString mod289_3_funcName;
builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec3f_GrSLType,
- "mod289", SK_ARRAY_COUNT(vec3_Args), vec3_Args,
+ "mod289", SK_ARRAY_COUNT(gVec3Args), gVec3Args,
"const vec2 C = vec2(1.0 / 289.0, 289.0);\n"
"return x - floor(x * C.xxx) * C.yyy;", &mod289_3_funcName);
// Add vec4 modulo 289 function
- static const GrGLShaderVar vec4_Args[] = {
+ static const GrGLShaderVar gVec4Args[] = {
GrGLShaderVar("x", kVec4f_GrSLType)
};
SkString mod289_4_funcName;
builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType,
- "mod289", SK_ARRAY_COUNT(vec4_Args), vec4_Args,
+ "mod289", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
"const vec2 C = vec2(1.0 / 289.0, 289.0);\n"
"return x - floor(x * C.xxxx) * C.yyyy;", &mod289_4_funcName);
// Add vec4 permute function
- SkString permute_code;
- permute_code.appendf("const vec2 C = vec2(34.0, 1.0);\n"
- "return %s(((x * C.xxxx) + C.yyyy) * x);", mod289_4_funcName.c_str());
- SkString permute_funcName;
+ SkString permuteCode;
+ permuteCode.appendf("const vec2 C = vec2(34.0, 1.0);\n"
+ "return %s(((x * C.xxxx) + C.yyyy) * x);", mod289_4_funcName.c_str());
+ SkString permuteFuncName;
builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType,
- "permute", SK_ARRAY_COUNT(vec4_Args), vec4_Args,
- permute_code.c_str(), &permute_funcName);
+ "permute", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
+ permuteCode.c_str(), &permuteFuncName);
// Add vec4 taylorInvSqrt function
- SkString taylorInvSqrt_funcName;
+ SkString taylorInvSqrtFuncName;
builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kVec4f_GrSLType,
- "taylorInvSqrt", SK_ARRAY_COUNT(vec4_Args), vec4_Args,
+ "taylorInvSqrt", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
"const vec2 C = vec2(-0.85373472095314, 1.79284291400159);\n"
- "return x * C.xxxx + C.yyyy;", &taylorInvSqrt_funcName);
+ "return x * C.xxxx + C.yyyy;", &taylorInvSqrtFuncName);
// Add vec3 noise function
- static const GrGLShaderVar noise_vec3_Args[] = {
+ static const GrGLShaderVar gNoiseVec3Args[] = {
GrGLShaderVar("v", kVec3f_GrSLType)
};
- SkString noise_code;
- noise_code.append(
+ SkString noiseCode;
+ noiseCode.append(
"const vec2 C = vec2(1.0/6.0, 1.0/3.0);\n"
"const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n"
@@ -829,17 +829,17 @@ void GrGLSimplexNoise::emitCode(GrGLShaderBuilder* builder,
"vec3 x3 = x0 - D.yyy;\n" // -1.0+3.0*C.x = -0.5 = -D.y
);
- noise_code.appendf(
+ noiseCode.appendf(
// Permutations
"i = %s(i);\n"
"vec4 p = %s(%s(%s(\n"
" i.z + vec4(0.0, i1.z, i2.z, 1.0)) +\n"
" i.y + vec4(0.0, i1.y, i2.y, 1.0)) +\n"
" i.x + vec4(0.0, i1.x, i2.x, 1.0));\n",
- mod289_3_funcName.c_str(), permute_funcName.c_str(), permute_funcName.c_str(),
- permute_funcName.c_str());
+ mod289_3_funcName.c_str(), permuteFuncName.c_str(), permuteFuncName.c_str(),
+ permuteFuncName.c_str());
- noise_code.append(
+ noiseCode.append(
// Gradients: 7x7 points over a square, mapped onto an octahedron.
// The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
"float n_ = 0.142857142857;\n" // 1.0/7.0
@@ -858,7 +858,7 @@ void GrGLSimplexNoise::emitCode(GrGLShaderBuilder* builder,
"vec4 b1 = vec4(x.zw, y.zw);\n"
);
- noise_code.append(
+ noiseCode.append(
"vec4 s0 = floor(b0) * 2.0 + 1.0;\n"
"vec4 s1 = floor(b1) * 2.0 + 1.0;\n"
"vec4 sh = -step(h, vec4(0.0));\n"
@@ -872,7 +872,7 @@ void GrGLSimplexNoise::emitCode(GrGLShaderBuilder* builder,
"vec3 p3 = vec3(a1.zw, h.w);\n"
);
- noise_code.appendf(
+ noiseCode.appendf(
// Normalise gradients
"vec4 norm = %s(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n"
"p0 *= norm.x;\n"
@@ -884,12 +884,12 @@ void GrGLSimplexNoise::emitCode(GrGLShaderBuilder* builder,
"vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n"
"m = m * m;\n"
"return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));",
- taylorInvSqrt_funcName.c_str());
+ taylorInvSqrtFuncName.c_str());
- SkString noise_funcName;
+ SkString noiseFuncName;
builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType,
- "snoise", SK_ARRAY_COUNT(noise_vec3_Args), noise_vec3_Args,
- noise_code.c_str(), &noise_funcName);
+ "snoise", SK_ARRAY_COUNT(gNoiseVec3Args), gNoiseVec3Args,
+ noiseCode.c_str(), &noiseFuncName);
const char* noiseVecIni = "noiseVecIni";
const char* factors = "factors";
@@ -911,9 +911,9 @@ void GrGLSimplexNoise::emitCode(GrGLShaderBuilder* builder,
builder->fsCodeAppendf("\t\t%s += 0.1 * vec3(%s(%s + vec3( 0.0, 0.0, %s)),"
"%s(%s + vec3( 43.0, 17.0, %s)),"
"%s(%s + vec3(-17.0, -43.0, %s)));\n",
- noiseVecIni, noise_funcName.c_str(), noiseVecIni, seedUni,
- noise_funcName.c_str(), noiseVecIni, seedUni,
- noise_funcName.c_str(), noiseVecIni, seedUni);
+ noiseVecIni, noiseFuncName.c_str(), noiseVecIni, seedUni,
+ noiseFuncName.c_str(), noiseVecIni, seedUni,
+ noiseFuncName.c_str(), noiseVecIni, seedUni);
builder->fsCodeAppendf("\t\t%s = vec4(0.0);\n", outputColor);
@@ -928,7 +928,7 @@ void GrGLSimplexNoise::emitCode(GrGLShaderBuilder* builder,
builder->fsCodeAppendf(
"\t\t\t\t%s[channel] += %s.x * %s(%s * %s.yyy - vec3(%s[%s], %s[%s], %s * %s.z));\n",
- outputColor, factors, noise_funcName.c_str(), noiseVecIni, factors, xOffsets, channel,
+ outputColor, factors, noiseFuncName.c_str(), noiseVecIni, factors, xOffsets, channel,
yOffsets, channel, seedUni, factors);
builder->fsCodeAppend("\t\t\t}\n"); // end of the for loop on channels
@@ -986,13 +986,16 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder,
stitchDataUni = builder->getUniformCStr(fStitchDataUni);
}
- const char* chanCoords = "chanCoords";
+ // There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8
+ const char* chanCoordR = "0.125";
+ const char* chanCoordG = "0.375";
+ const char* chanCoordB = "0.625";
+ const char* chanCoordA = "0.875";
+ const char* chanCoord = "chanCoord";
const char* stitchData = "stitchData";
const char* ratio = "ratio";
- const char* noise = "noise";
const char* noiseXY = "noiseXY";
const char* noiseVec = "noiseVec";
- const char* noiseVecIni = "noiseVecIni";
const char* noiseSmooth = "noiseSmooth";
const char* fractVal = "fractVal";
const char* uv = "uv";
@@ -1005,61 +1008,52 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder,
// [-1,1] vector and perform a dot product between that vector and the provided vector.
const char* dotLattice = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec2(1.0)), %s);";
- // There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8
- builder->fsCodeAppendf("\t\tconst vec4 %s = vec4(0.125, 0.375, 0.625, 0.875);", chanCoords);
-
- // There are rounding errors if the floor operation is not performed here
- builder->fsCodeAppendf("\t\tvec2 %s = floor((%s*vec3(%s, 1.0)).xy) * %s;",
- noiseVecIni, invMatrixUni, vCoords, baseFrequencyUni);
-
- // Loop over the 4 channels
- builder->fsCodeAppend("\t\tfor (int channel = 3; channel >= 0; --channel) {");
-
- if (fStitchTiles) {
- // Set up TurbulenceInitial stitch values.
- builder->fsCodeAppendf("\t\tvec4 %s = %s;", stitchData, stitchDataUni);
- }
-
- builder->fsCodeAppendf("\t\t%s[channel] = 0.0;", outputColor);
+ // Add noise function
+ static const GrGLShaderVar gPerlinNoiseArgs[] = {
+ GrGLShaderVar(chanCoord, kFloat_GrSLType),
+ GrGLShaderVar(noiseVec, kVec2f_GrSLType)
+ };
- builder->fsCodeAppendf("\t\tfloat %s = 1.0;", ratio);
- builder->fsCodeAppendf("\t\tvec2 %s = %s;", noiseVec, noiseVecIni);
+ static const GrGLShaderVar gPerlinNoiseStitchArgs[] = {
+ GrGLShaderVar(chanCoord, kFloat_GrSLType),
+ GrGLShaderVar(noiseVec, kVec2f_GrSLType),
+ GrGLShaderVar(stitchData, kVec4f_GrSLType)
+ };
- // Loop over all octaves
- builder->fsCodeAppendf("\t\tfor (int octave = 0; octave < %d; ++octave) {", fNumOctaves);
+ SkString noiseCode;
- builder->fsCodeAppendf("\t\tvec4 %s = vec4(floor(%s) + vec2(%s), fract(%s));",
- noiseXY, noiseVec, perlinNoise, noiseVec);
+ noiseCode.appendf(
+ "\tvec4 %s = vec4(floor(%s) + vec2(%s), fract(%s));",
+ noiseXY, noiseVec, perlinNoise, noiseVec);
// smooth curve : t * t * (3 - 2 * t)
- builder->fsCodeAppendf("\t\tvec2 %s = %s.zw * %s.zw * (vec2(3.0) - vec2(2.0) * %s.zw);",
- noiseSmooth, noiseXY, noiseXY, noiseXY);
+ noiseCode.appendf("\n\tvec2 %s = %s.zw * %s.zw * (vec2(3.0) - vec2(2.0) * %s.zw);",
+ noiseSmooth, noiseXY, noiseXY, noiseXY);
// Adjust frequencies if we're stitching tiles
if (fStitchTiles) {
- builder->fsCodeAppendf("\t\tif(%s.x >= %s.y) { %s.x -= %s.x; }",
- noiseXY, stitchData, noiseXY, stitchData);
- builder->fsCodeAppendf("\t\tif(%s.x >= (%s.y - 1.0)) { %s.x -= (%s.x - 1.0); }",
- noiseXY, stitchData, noiseXY, stitchData);
- builder->fsCodeAppendf("\t\tif(%s.y >= %s.w) { %s.y -= %s.z; }",
- noiseXY, stitchData, noiseXY, stitchData);
- builder->fsCodeAppendf("\t\tif(%s.y >= (%s.w - 1.0)) { %s.y -= (%s.z - 1.0); }",
- noiseXY, stitchData, noiseXY, stitchData);
+ noiseCode.appendf("\n\tif(%s.x >= %s.y) { %s.x -= %s.x; }",
+ noiseXY, stitchData, noiseXY, stitchData);
+ noiseCode.appendf("\n\tif(%s.x >= (%s.y - 1.0)) { %s.x -= (%s.x - 1.0); }",
+ noiseXY, stitchData, noiseXY, stitchData);
+ noiseCode.appendf("\n\tif(%s.y >= %s.w) { %s.y -= %s.z; }",
+ noiseXY, stitchData, noiseXY, stitchData);
+ noiseCode.appendf("\n\tif(%s.y >= (%s.w - 1.0)) { %s.y -= (%s.z - 1.0); }",
+ noiseXY, stitchData, noiseXY, stitchData);
}
// Get texture coordinates and normalize
- builder->fsCodeAppendf("\t\t%s.xy = fract(floor(mod(%s.xy, 256.0)) / vec2(256.0));",
- noiseXY, noiseXY);
+ noiseCode.appendf("\n\t%s.xy = fract(floor(mod(%s.xy, 256.0)) / vec2(256.0));\n",
+ noiseXY, noiseXY);
// Get permutation for x
{
SkString xCoords("");
xCoords.appendf("vec2(%s.x, 0.5)", noiseXY);
- builder->fsCodeAppendf("\t\tvec2 %s;\t\t%s.x = ", latticeIdx, latticeIdx);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[0], xCoords.c_str(), kVec2f_GrSLType);
- builder->fsCodeAppend(".r;\n");
+ noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx);
+ builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType);
+ noiseCode.append(".r;");
}
// Get permutation for x + 1
@@ -1067,104 +1061,149 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder,
SkString xCoords("");
xCoords.appendf("vec2(fract(%s.x + %s), 0.5)", noiseXY, inc8bit);
- builder->fsCodeAppendf("\t\t%s.y = ", latticeIdx);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[0], xCoords.c_str(), kVec2f_GrSLType);
- builder->fsCodeAppend(".r;\n");
+ noiseCode.appendf("\n\t%s.y = ", latticeIdx);
+ builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType);
+ noiseCode.append(".r;");
}
// Get (x,y) coordinates with the permutated x
- builder->fsCodeAppendf("\t\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noiseXY);
+ noiseCode.appendf("\n\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noiseXY);
- builder->fsCodeAppendf("\t\tvec2 %s = %s.zw;", fractVal, noiseXY);
+ noiseCode.appendf("\n\tvec2 %s = %s.zw;", fractVal, noiseXY);
- builder->fsCodeAppendf("\t\tvec2 %s;", uv);
+ noiseCode.appendf("\n\n\tvec2 %s;", uv);
// Compute u, at offset (0,0)
{
SkString latticeCoords("");
- latticeCoords.appendf("vec2(%s.x, %s[channel])", latticeIdx, chanCoords);
- builder->fsCodeAppendf("vec4 %s = ", lattice);
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[1], latticeCoords.c_str(), kVec2f_GrSLType);
- builder->fsCodeAppendf(".bgra;\n\t\t%s.x = ", uv);
- builder->fsCodeAppendf(dotLattice, lattice, lattice, inc8bit, fractVal);
+ latticeCoords.appendf("vec2(%s.x, %s)", latticeIdx, chanCoord);
+ noiseCode.appendf("\n\tvec4 %s = ", lattice);
+ builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
+ kVec2f_GrSLType);
+ noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
+ noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
}
- builder->fsCodeAppendf("\t\t%s.x -= 1.0;", fractVal);
+ noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal);
// Compute v, at offset (-1,0)
{
SkString latticeCoords("");
- latticeCoords.appendf("vec2(%s.y, %s[channel])", latticeIdx, chanCoords);
- builder->fsCodeAppend("lattice = ");
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[1], latticeCoords.c_str(), kVec2f_GrSLType);
- builder->fsCodeAppendf(".bgra;\n\t\t%s.y = ", uv);
- builder->fsCodeAppendf(dotLattice, lattice, lattice, inc8bit, fractVal);
+ latticeCoords.appendf("vec2(%s.y, %s)", latticeIdx, chanCoord);
+ noiseCode.append("lattice = ");
+ builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
+ kVec2f_GrSLType);
+ noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
+ noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
}
// Compute 'a' as a linear interpolation of 'u' and 'v'
- builder->fsCodeAppendf("\t\tvec2 %s;", ab);
- builder->fsCodeAppendf("\t\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);
+ noiseCode.appendf("\n\tvec2 %s;", ab);
+ noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);
- builder->fsCodeAppendf("\t\t%s.y -= 1.0;", fractVal);
+ noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal);
// Compute v, at offset (-1,-1)
{
SkString latticeCoords("");
- latticeCoords.appendf("vec2(fract(%s.y + %s), %s[channel])",
- latticeIdx, inc8bit, chanCoords);
- builder->fsCodeAppend("lattice = ");
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[1], latticeCoords.c_str(), kVec2f_GrSLType);
- builder->fsCodeAppendf(".bgra;\n\t\t%s.y = ", uv);
- builder->fsCodeAppendf(dotLattice, lattice, lattice, inc8bit, fractVal);
+ latticeCoords.appendf("vec2(fract(%s.y + %s), %s)", latticeIdx, inc8bit, chanCoord);
+ noiseCode.append("lattice = ");
+ builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
+ kVec2f_GrSLType);
+ noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
+ noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
}
- builder->fsCodeAppendf("\t\t%s.x += 1.0;", fractVal);
+ noiseCode.appendf("\n\t%s.x += 1.0;", fractVal);
// Compute u, at offset (0,-1)
{
SkString latticeCoords("");
- latticeCoords.appendf("vec2(fract(%s.x + %s), %s[channel])",
- latticeIdx, inc8bit, chanCoords);
- builder->fsCodeAppend("lattice = ");
- builder->appendTextureLookup(GrGLShaderBuilder::kFragment_ShaderType,
- samplers[1], latticeCoords.c_str(), kVec2f_GrSLType);
- builder->fsCodeAppendf(".bgra;\n\t\t%s.x = ", uv);
- builder->fsCodeAppendf(dotLattice, lattice, lattice, inc8bit, fractVal);
+ latticeCoords.appendf("vec2(fract(%s.x + %s), %s)", latticeIdx, inc8bit, chanCoord);
+ noiseCode.append("lattice = ");
+ builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
+ kVec2f_GrSLType);
+ noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
+ noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
}
// Compute 'b' as a linear interpolation of 'u' and 'v'
- builder->fsCodeAppendf("\t\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);
+ noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);
// Compute the noise as a linear interpolation of 'a' and 'b'
- builder->fsCodeAppendf("\t\tfloat %s = mix(%s.x, %s.y, %s.y);", noise, ab, ab, noiseSmooth);
+ noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth);
+
+ SkString noiseFuncName;
+ if (fStitchTiles) {
+ builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType, "perlinnoise",
+ SK_ARRAY_COUNT(gPerlinNoiseStitchArgs), gPerlinNoiseStitchArgs,
+ noiseCode.c_str(), &noiseFuncName);
+ } else {
+ builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType, "perlinnoise",
+ SK_ARRAY_COUNT(gPerlinNoiseArgs), gPerlinNoiseArgs,
+ noiseCode.c_str(), &noiseFuncName);
+ }
- builder->fsCodeAppendf("\t\t%s[channel] += ", outputColor);
- builder->fsCodeAppendf((fType == SkPerlinNoiseShader::kFractalNoise_Type) ?
- "%s / %s;" : "abs(%s) / %s;", noise, ratio);
+ // There are rounding errors if the floor operation is not performed here
+ builder->fsCodeAppendf("\n\t\tvec2 %s = floor((%s * vec3(%s, 1.0)).xy) * %s;",
+ noiseVec, invMatrixUni, vCoords, baseFrequencyUni);
- builder->fsCodeAppendf("\t\t%s *= vec2(2.0);", noiseVec);
- builder->fsCodeAppendf("\t\t%s *= 2.0;", ratio);
+ // Clear the color accumulator
+ builder->fsCodeAppendf("\n\t\t%s = vec4(0.0);", outputColor);
if (fStitchTiles) {
- builder->fsCodeAppendf("\t\t%s.xz *= vec2(2.0);", stitchData);
- builder->fsCodeAppendf("\t\t%s.yw = %s.xz + vec2(%s);", stitchData, stitchData, perlinNoise);
+ // Set up TurbulenceInitial stitch values.
+ builder->fsCodeAppendf("\n\t\tvec4 %s = %s;", stitchData, stitchDataUni);
}
- builder->fsCodeAppend("\t\t}"); // end of the for loop on octaves
- builder->fsCodeAppend("\t\t}"); // end of the for loop on channels
+ builder->fsCodeAppendf("\n\t\tfloat %s = 1.0;", ratio);
+
+ // Loop over all octaves
+ builder->fsCodeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {", fNumOctaves);
+
+ builder->fsCodeAppendf("\n\t\t\t%s += ", outputColor);
+ if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
+ builder->fsCodeAppend("abs(");
+ }
+ if (fStitchTiles) {
+ builder->fsCodeAppendf(
+ "vec4(\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s),"
+ "\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s))",
+ noiseFuncName.c_str(), chanCoordR, noiseVec, stitchData,
+ noiseFuncName.c_str(), chanCoordG, noiseVec, stitchData,
+ noiseFuncName.c_str(), chanCoordB, noiseVec, stitchData,
+ noiseFuncName.c_str(), chanCoordA, noiseVec, stitchData);
+ } else {
+ builder->fsCodeAppendf(
+ "vec4(\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s),"
+ "\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s))",
+ noiseFuncName.c_str(), chanCoordR, noiseVec,
+ noiseFuncName.c_str(), chanCoordG, noiseVec,
+ noiseFuncName.c_str(), chanCoordB, noiseVec,
+ noiseFuncName.c_str(), chanCoordA, noiseVec);
+ }
+ if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
+ builder->fsCodeAppendf(")"); // end of "abs("
+ }
+ builder->fsCodeAppendf(" * %s;", ratio);
+
+ builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec);
+ builder->fsCodeAppendf("\n\t\t\t%s *= 0.5;", ratio);
+
+ if (fStitchTiles) {
+ builder->fsCodeAppendf("\n\t\t\t%s.xz *= vec2(2.0);", stitchData);
+ builder->fsCodeAppendf("\n\t\t\t%s.yw = %s.xz + vec2(%s);", stitchData, stitchData, perlinNoise);
+ }
+ builder->fsCodeAppend("\n\t\t}"); // end of the for loop on octaves
if (fType == SkPerlinNoiseShader::kFractalNoise_Type) {
// The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2
// by fractalNoise and (turbulenceFunctionResult) by turbulence.
- builder->fsCodeAppendf("\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputColor, outputColor);
+ builder->fsCodeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputColor, outputColor);
}
- builder->fsCodeAppendf("\t\t%s.a *= %s;", outputColor, alphaUni);
+ builder->fsCodeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni);
// Clamp values
- builder->fsCodeAppendf("\t\t%s = clamp(%s, 0.0, 1.0);", outputColor, outputColor);
+ builder->fsCodeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", outputColor, outputColor);
// Pre-multiply the result
- builder->fsCodeAppendf("\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n",
+ builder->fsCodeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n",
outputColor, outputColor, outputColor, outputColor);
}
@@ -1295,7 +1334,7 @@ GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext* context, const SkPaint&
#else
GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext*, const SkPaint&) const {
-#if !defined(SK_BUILD_FOR_ANDROID) && !defined(SK_BUILD_FOR_WIN)
+#if !defined(SK_BUILD_FOR_ANDROID)
SkDEBUGFAIL("Should not call in GPU-less build");
#endif
return NULL;