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-rw-r--r--src/gpu/effects/GrDitherEffect.fp83
1 files changed, 13 insertions, 70 deletions
diff --git a/src/gpu/effects/GrDitherEffect.fp b/src/gpu/effects/GrDitherEffect.fp
index 937efae264..1c35b38cd2 100644
--- a/src/gpu/effects/GrDitherEffect.fp
+++ b/src/gpu/effects/GrDitherEffect.fp
@@ -1,74 +1,17 @@
-// This controls the range of values added to color channels
-layout(key) in int rangeType;
-
-@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);
+ // 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.
+
+ // 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);
}
@test(testData) {
- float range = testData->fRandom->nextRangeF(0.001f, 0.05f);
- return sk_sp<GrFragmentProcessor>(new GrDitherEffect(range));
-}
+ return GrDitherEffect::Make();
+} \ No newline at end of file