2 * Copyright 2014 Google Inc.
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
8 #include "GrDitherEffect.h"
9 #include "GrFragmentProcessor.h"
10 #include "GrInvariantOutput.h"
12 #include "gl/GrGLProcessor.h"
13 #include "gl/GrGLSL.h"
14 #include "gl/builders/GrGLProgramBuilder.h"
16 //////////////////////////////////////////////////////////////////////////////
18 class DitherEffect : public GrFragmentProcessor {
20 static GrFragmentProcessor* Create() {
21 GR_CREATE_STATIC_PROCESSOR(gDitherEffect, DitherEffect, ())
22 return SkRef(gDitherEffect);
25 virtual ~DitherEffect() {};
27 const char* name() const SK_OVERRIDE { return "Dither"; }
29 void getGLProcessorKey(const GrGLCaps&, GrProcessorKeyBuilder*) const SK_OVERRIDE;
31 GrGLFragmentProcessor* createGLInstance() const SK_OVERRIDE;
35 this->initClassID<DitherEffect>();
36 this->setWillReadFragmentPosition();
39 // All dither effects are equal
40 bool onIsEqual(const GrFragmentProcessor&) const SK_OVERRIDE { return true; }
42 void onComputeInvariantOutput(GrInvariantOutput* inout) const SK_OVERRIDE;
44 GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
46 typedef GrFragmentProcessor INHERITED;
49 void DitherEffect::onComputeInvariantOutput(GrInvariantOutput* inout) const {
50 inout->setToUnknown(GrInvariantOutput::kWill_ReadInput);
53 //////////////////////////////////////////////////////////////////////////////
55 GR_DEFINE_FRAGMENT_PROCESSOR_TEST(DitherEffect);
57 GrFragmentProcessor* DitherEffect::TestCreate(SkRandom*,
59 const GrDrawTargetCaps&,
61 return DitherEffect::Create();
64 //////////////////////////////////////////////////////////////////////////////
66 class GLDitherEffect : public GrGLFragmentProcessor {
68 GLDitherEffect(const GrProcessor&);
70 virtual void emitCode(GrGLFPBuilder* builder,
71 const GrFragmentProcessor& fp,
72 const char* outputColor,
73 const char* inputColor,
74 const TransformedCoordsArray&,
75 const TextureSamplerArray&) SK_OVERRIDE;
78 typedef GrGLFragmentProcessor INHERITED;
81 GLDitherEffect::GLDitherEffect(const GrProcessor&) {
84 void GLDitherEffect::emitCode(GrGLFPBuilder* builder,
85 const GrFragmentProcessor& fp,
86 const char* outputColor,
87 const char* inputColor,
88 const TransformedCoordsArray&,
89 const TextureSamplerArray& samplers) {
90 GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
91 // Generate a random number based on the fragment position. For this
92 // random number generator, we use the "GLSL rand" function
93 // that seems to be floating around on the internet. It works under
94 // the assumption that sin(<big number>) oscillates with high frequency
95 // and sampling it will generate "randomness". Since we're using this
96 // for rendering and not cryptography it should be OK.
98 // For each channel c, add the random offset to the pixel to either bump
99 // it up or let it remain constant during quantization.
100 fsBuilder->codeAppendf("\t\tfloat r = "
101 "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n",
102 fsBuilder->fragmentPosition());
103 fsBuilder->codeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
104 outputColor, GrGLSLExpr4(inputColor).c_str());
107 //////////////////////////////////////////////////////////////////////////////
109 void DitherEffect::getGLProcessorKey(const GrGLCaps& caps,
110 GrProcessorKeyBuilder* b) const {
111 GLDitherEffect::GenKey(*this, caps, b);
114 GrGLFragmentProcessor* DitherEffect::createGLInstance() const {
115 return SkNEW_ARGS(GLDitherEffect, (*this));
118 GrFragmentProcessor* GrDitherEffect::Create() { return DitherEffect::Create(); }