7409e5ff7151818442b74ed68938d27ec38cd9b0
[platform/framework/web/crosswalk.git] / src / third_party / skia / src / gpu / effects / GrDitherEffect.cpp
1 /*
2  * Copyright 2014 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7
8 #include "GrDitherEffect.h"
9
10 #include "gl/GrGLEffect.h"
11 #include "gl/GrGLSL.h"
12 #include "GrTBackendEffectFactory.h"
13
14 #include "SkRect.h"
15
16 //////////////////////////////////////////////////////////////////////////////
17
18 class GLDitherEffect;
19
20 class DitherEffect : public GrEffect {
21 public:
22     static GrEffectRef* Create() {
23         return CreateEffectRef(AutoEffectUnref(SkNEW(DitherEffect)));
24     }
25
26     virtual ~DitherEffect() {};
27     static const char* Name() { return "Dither"; }
28
29     typedef GLDitherEffect GLEffect;
30
31     virtual void getConstantColorComponents(GrColor* color, uint32_t* validFlags) const SK_OVERRIDE;
32
33     virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE {
34         return GrTBackendEffectFactory<DitherEffect>::getInstance();
35     }
36
37 private:
38     DitherEffect() {
39         this->setWillReadFragmentPosition();
40     }
41
42     // All dither effects are equal
43     virtual bool onIsEqual(const GrEffect&) const SK_OVERRIDE { return true; }
44
45     GR_DECLARE_EFFECT_TEST;
46
47     typedef GrEffect INHERITED;
48 };
49
50 void DitherEffect::getConstantColorComponents(GrColor* color, uint32_t* validFlags) const {
51     *validFlags = 0;
52 }
53
54 //////////////////////////////////////////////////////////////////////////////
55
56 GR_DEFINE_EFFECT_TEST(DitherEffect);
57
58 GrEffectRef* DitherEffect::TestCreate(SkRandom*,
59                                       GrContext*,
60                                       const GrDrawTargetCaps&,
61                                       GrTexture*[]) {
62     return DitherEffect::Create();
63 }
64
65 //////////////////////////////////////////////////////////////////////////////
66
67 class GLDitherEffect : public GrGLEffect {
68 public:
69     GLDitherEffect(const GrBackendEffectFactory&, const GrDrawEffect&);
70
71     virtual void emitCode(GrGLShaderBuilder* builder,
72                           const GrDrawEffect& drawEffect,
73                           EffectKey key,
74                           const char* outputColor,
75                           const char* inputColor,
76                           const TransformedCoordsArray&,
77                           const TextureSamplerArray&) SK_OVERRIDE;
78
79 private:
80     typedef GrGLEffect INHERITED;
81 };
82
83 GLDitherEffect::GLDitherEffect(const GrBackendEffectFactory& factory,
84                                const GrDrawEffect& drawEffect)
85     : INHERITED (factory) {
86 }
87
88 void GLDitherEffect::emitCode(GrGLShaderBuilder* builder,
89                               const GrDrawEffect& drawEffect,
90                               EffectKey key,
91                               const char* outputColor,
92                               const char* inputColor,
93                               const TransformedCoordsArray&,
94                               const TextureSamplerArray& samplers) {
95     // Generate a random number based on the fragment position. For this
96     // random number generator, we use the "GLSL rand" function
97     // that seems to be floating around on the internet. It works under
98     // the assumption that sin(<big number>) oscillates with high frequency
99     // and sampling it will generate "randomness". Since we're using this
100     // for rendering and not cryptography it should be OK.
101
102     // For each channel c, add the random offset to the pixel to either bump
103     // it up or let it remain constant during quantization.
104     builder->fsCodeAppendf("\t\tfloat r = "
105                            "fract(sin(dot(%s.xy ,vec2(12.9898,78.233))) * 43758.5453);\n",
106                            builder->fragmentPosition());
107     builder->fsCodeAppendf("\t\t%s = (1.0/255.0) * vec4(r, r, r, r) + %s;\n",
108                            outputColor, GrGLSLExpr4(inputColor).c_str());
109 }
110
111 //////////////////////////////////////////////////////////////////////////////
112
113 GrEffectRef* GrDitherEffect::Create() {
114     return DitherEffect::Create();
115 }