/* * Copyright 2014 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "GrDitherEffect.h" #include "GrFragmentProcessor.h" #include "GrInvariantOutput.h" #include "SkRect.h" #include "glsl/GrGLSLFragmentProcessor.h" #include "glsl/GrGLSLFragmentShaderBuilder.h" #include "../private/GrGLSL.h" ////////////////////////////////////////////////////////////////////////////// class DitherEffect : public GrFragmentProcessor { public: static sk_sp Make() { return sk_sp(new DitherEffect); } virtual ~DitherEffect() {} const char* name() const override { return "Dither"; } private: DitherEffect() { this->initClassID(); } GrGLSLFragmentProcessor* onCreateGLSLInstance() const override; void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override; // All dither effects are equal bool onIsEqual(const GrFragmentProcessor&) const override { return true; } void onComputeInvariantOutput(GrInvariantOutput* inout) const override; GR_DECLARE_FRAGMENT_PROCESSOR_TEST; typedef GrFragmentProcessor INHERITED; }; void DitherEffect::onComputeInvariantOutput(GrInvariantOutput* inout) const { inout->setToUnknown(GrInvariantOutput::kWill_ReadInput); } ////////////////////////////////////////////////////////////////////////////// GR_DEFINE_FRAGMENT_PROCESSOR_TEST(DitherEffect); sk_sp DitherEffect::TestCreate(GrProcessorTestData*) { return DitherEffect::Make(); } ////////////////////////////////////////////////////////////////////////////// class GLDitherEffect : public GrGLSLFragmentProcessor { public: void emitCode(EmitArgs& args) override; private: typedef GrGLSLFragmentProcessor INHERITED; }; void GLDitherEffect::emitCode(EmitArgs& args) { GrGLSLFPFragmentBuilder* fragBuilder = args.fFragBuilder; // 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() 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. fragBuilder->codeAppendf("\t\tfloat r = " "fract(sin(dot(sk_FragCoord.xy, vec2(12.9898,78.233))) * " "43758.5453);\n"); fragBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n", args.fOutputColor, GrGLSLExpr4(args.fInputColor).c_str()); } ////////////////////////////////////////////////////////////////////////////// void DitherEffect::onGetGLSLProcessorKey(const GrShaderCaps& caps, GrProcessorKeyBuilder* b) const { GLDitherEffect::GenKey(*this, caps, b); } GrGLSLFragmentProcessor* DitherEffect::onCreateGLSLInstance() const { return new GLDitherEffect; } sk_sp GrDitherEffect::Make() { return DitherEffect::Make(); }