#if SK_SUPPORT_GPU
#include "GrContext.h"
#include "GrCoordTransform.h"
-#include "gl/GrGLEffect.h"
-#include "GrTBackendEffectFactory.h"
+#include "gl/GrGLProcessor.h"
+#include "gl/builders/GrGLProgramBuilder.h"
+#include "GrTBackendProcessorFactory.h"
#include "SkGr.h"
#endif
if (noiseValue >= limitValue) {
noiseValue -= newValue;
}
- if (noiseValue >= limitValue - 1) {
- noiseValue -= newValue - 1;
- }
return noiseValue;
}
struct SkPerlinNoiseShader::PaintingData {
PaintingData(const SkISize& tileSize, SkScalar seed,
- SkScalar baseFrequencyX, SkScalar baseFrequencyY)
- : fTileSize(tileSize)
- , fBaseFrequency(SkPoint::Make(baseFrequencyX, baseFrequencyY))
+ SkScalar baseFrequencyX, SkScalar baseFrequencyY,
+ const SkMatrix& matrix)
{
+ SkVector wavelength = SkVector::Make(SkScalarInvert(baseFrequencyX),
+ SkScalarInvert(baseFrequencyY));
+ matrix.mapVectors(&wavelength, 1);
+ fBaseFrequency.fX = SkScalarInvert(wavelength.fX);
+ fBaseFrequency.fY = SkScalarInvert(wavelength.fY);
+ SkVector sizeVec = SkVector::Make(SkIntToScalar(tileSize.fWidth),
+ SkIntToScalar(tileSize.fHeight));
+ matrix.mapVectors(&sizeVec, 1);
+ fTileSize.fWidth = SkScalarRoundToInt(sizeVec.fX);
+ fTileSize.fHeight = SkScalarRoundToInt(sizeVec.fY);
this->init(seed);
if (!fTileSize.isEmpty()) {
this->stitch();
}
-#if SK_SUPPORT_GPU && !defined(SK_USE_SIMPLEX_NOISE)
- fPermutationsBitmap.setConfig(SkImageInfo::MakeA8(kBlockSize, 1));
+#if SK_SUPPORT_GPU
+ fPermutationsBitmap.setInfo(SkImageInfo::MakeA8(kBlockSize, 1));
fPermutationsBitmap.setPixels(fLatticeSelector);
- fNoiseBitmap.setConfig(SkImageInfo::MakeN32Premul(kBlockSize, 4));
+ fNoiseBitmap.setInfo(SkImageInfo::MakeN32Premul(kBlockSize, 4));
fNoiseBitmap.setPixels(fNoise[0][0]);
#endif
}
private:
-#if SK_SUPPORT_GPU && !defined(SK_USE_SIMPLEX_NOISE)
+#if SK_SUPPORT_GPU
SkBitmap fPermutationsBitmap;
SkBitmap fNoiseBitmap;
#endif
public:
-#if SK_SUPPORT_GPU && !defined(SK_USE_SIMPLEX_NOISE)
+#if SK_SUPPORT_GPU
const SkBitmap& getPermutationsBitmap() const { return fPermutationsBitmap; }
const SkBitmap& getNoiseBitmap() const { return fNoiseBitmap; }
, fStitchTiles(!fTileSize.isEmpty())
{
SkASSERT(numOctaves >= 0 && numOctaves < 256);
- fPaintingData = SkNEW_ARGS(PaintingData, (fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY));
}
-SkPerlinNoiseShader::SkPerlinNoiseShader(SkReadBuffer& buffer)
- : INHERITED(buffer)
-{
+#ifdef SK_SUPPORT_LEGACY_DEEPFLATTENING
+SkPerlinNoiseShader::SkPerlinNoiseShader(SkReadBuffer& buffer) : INHERITED(buffer) {
fType = (SkPerlinNoiseShader::Type) buffer.readInt();
fBaseFrequencyX = buffer.readScalar();
fBaseFrequencyY = buffer.readScalar();
fStitchTiles = buffer.readBool();
fTileSize.fWidth = buffer.readInt();
fTileSize.fHeight = buffer.readInt();
- fPaintingData = SkNEW_ARGS(PaintingData, (fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY));
buffer.validate(perlin_noise_type_is_valid(fType) &&
(fNumOctaves >= 0) && (fNumOctaves <= 255) &&
(fStitchTiles != fTileSize.isEmpty()));
}
+#endif
SkPerlinNoiseShader::~SkPerlinNoiseShader() {
- // Safety, should have been done in endContext()
- SkDELETE(fPaintingData);
+}
+
+SkFlattenable* SkPerlinNoiseShader::CreateProc(SkReadBuffer& buffer) {
+ Type type = (Type)buffer.readInt();
+ SkScalar freqX = buffer.readScalar();
+ SkScalar freqY = buffer.readScalar();
+ int octaves = buffer.readInt();
+ SkScalar seed = buffer.readScalar();
+ SkISize tileSize;
+ tileSize.fWidth = buffer.readInt();
+ tileSize.fHeight = buffer.readInt();
+
+ switch (type) {
+ case kFractalNoise_Type:
+ return SkPerlinNoiseShader::CreateFractalNoise(freqX, freqY, octaves, seed, &tileSize);
+ case kTurbulence_Type:
+ return SkPerlinNoiseShader::CreateTubulence(freqX, freqY, octaves, seed, &tileSize);
+ default:
+ return NULL;
+ }
}
void SkPerlinNoiseShader::flatten(SkWriteBuffer& buffer) const {
- this->INHERITED::flatten(buffer);
buffer.writeInt((int) fType);
buffer.writeScalar(fBaseFrequencyX);
buffer.writeScalar(fBaseFrequencyY);
buffer.writeInt(fNumOctaves);
buffer.writeScalar(fSeed);
- buffer.writeBool(fStitchTiles);
buffer.writeInt(fTileSize.fWidth);
buffer.writeInt(fTileSize.fHeight);
}
SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::noise2D(
- int channel, const PaintingData& paintingData,
- const StitchData& stitchData, const SkPoint& noiseVector) const {
+ int channel, const StitchData& stitchData, const SkPoint& noiseVector) const {
struct Noise {
int noisePositionIntegerValue;
+ int nextNoisePositionIntegerValue;
SkScalar noisePositionFractionValue;
Noise(SkScalar component)
{
SkScalar position = component + kPerlinNoise;
noisePositionIntegerValue = SkScalarFloorToInt(position);
noisePositionFractionValue = position - SkIntToScalar(noisePositionIntegerValue);
+ nextNoisePositionIntegerValue = noisePositionIntegerValue + 1;
}
};
Noise noiseX(noiseVector.x());
checkNoise(noiseX.noisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth);
noiseY.noisePositionIntegerValue =
checkNoise(noiseY.noisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight);
+ noiseX.nextNoisePositionIntegerValue =
+ checkNoise(noiseX.nextNoisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth);
+ noiseY.nextNoisePositionIntegerValue =
+ checkNoise(noiseY.nextNoisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight);
}
noiseX.noisePositionIntegerValue &= kBlockMask;
noiseY.noisePositionIntegerValue &= kBlockMask;
- int latticeIndex =
- paintingData.fLatticeSelector[noiseX.noisePositionIntegerValue] +
- noiseY.noisePositionIntegerValue;
- int nextLatticeIndex =
- paintingData.fLatticeSelector[(noiseX.noisePositionIntegerValue + 1) & kBlockMask] +
- noiseY.noisePositionIntegerValue;
+ noiseX.nextNoisePositionIntegerValue &= kBlockMask;
+ noiseY.nextNoisePositionIntegerValue &= kBlockMask;
+ int i =
+ fPaintingData->fLatticeSelector[noiseX.noisePositionIntegerValue];
+ int j =
+ fPaintingData->fLatticeSelector[noiseX.nextNoisePositionIntegerValue];
+ int b00 = (i + noiseY.noisePositionIntegerValue) & kBlockMask;
+ int b10 = (j + noiseY.noisePositionIntegerValue) & kBlockMask;
+ int b01 = (i + noiseY.nextNoisePositionIntegerValue) & kBlockMask;
+ int b11 = (j + noiseY.nextNoisePositionIntegerValue) & kBlockMask;
SkScalar sx = smoothCurve(noiseX.noisePositionFractionValue);
SkScalar sy = smoothCurve(noiseY.noisePositionFractionValue);
// This is taken 1:1 from SVG spec: http://www.w3.org/TR/SVG11/filters.html#feTurbulenceElement
SkPoint fractionValue = SkPoint::Make(noiseX.noisePositionFractionValue,
noiseY.noisePositionFractionValue); // Offset (0,0)
- u = paintingData.fGradient[channel][latticeIndex & kBlockMask].dot(fractionValue);
+ u = fPaintingData->fGradient[channel][b00].dot(fractionValue);
fractionValue.fX -= SK_Scalar1; // Offset (-1,0)
- v = paintingData.fGradient[channel][nextLatticeIndex & kBlockMask].dot(fractionValue);
+ v = fPaintingData->fGradient[channel][b10].dot(fractionValue);
SkScalar a = SkScalarInterp(u, v, sx);
fractionValue.fY -= SK_Scalar1; // Offset (-1,-1)
- v = paintingData.fGradient[channel][(nextLatticeIndex + 1) & kBlockMask].dot(fractionValue);
+ v = fPaintingData->fGradient[channel][b11].dot(fractionValue);
fractionValue.fX = noiseX.noisePositionFractionValue; // Offset (0,-1)
- u = paintingData.fGradient[channel][(latticeIndex + 1) & kBlockMask].dot(fractionValue);
+ u = fPaintingData->fGradient[channel][b01].dot(fractionValue);
SkScalar b = SkScalarInterp(u, v, sx);
return SkScalarInterp(a, b, sy);
}
SkScalar SkPerlinNoiseShader::PerlinNoiseShaderContext::calculateTurbulenceValueForPoint(
- int channel, const PaintingData& paintingData,
- StitchData& stitchData, const SkPoint& point) const {
+ int channel, StitchData& stitchData, const SkPoint& point) const {
const SkPerlinNoiseShader& perlinNoiseShader = static_cast<const SkPerlinNoiseShader&>(fShader);
if (perlinNoiseShader.fStitchTiles) {
// Set up TurbulenceInitial stitch values.
- stitchData = paintingData.fStitchDataInit;
+ stitchData = fPaintingData->fStitchDataInit;
}
SkScalar turbulenceFunctionResult = 0;
- SkPoint noiseVector(SkPoint::Make(SkScalarMul(point.x(), paintingData.fBaseFrequency.fX),
- SkScalarMul(point.y(), paintingData.fBaseFrequency.fY)));
+ SkPoint noiseVector(SkPoint::Make(SkScalarMul(point.x(), fPaintingData->fBaseFrequency.fX),
+ SkScalarMul(point.y(), fPaintingData->fBaseFrequency.fY)));
SkScalar ratio = SK_Scalar1;
for (int octave = 0; octave < perlinNoiseShader.fNumOctaves; ++octave) {
- SkScalar noise = noise2D(channel, paintingData, stitchData, noiseVector);
+ SkScalar noise = noise2D(channel, stitchData, noiseVector);
turbulenceFunctionResult += SkScalarDiv(
(perlinNoiseShader.fType == kFractalNoise_Type) ? noise : SkScalarAbs(noise), ratio);
noiseVector.fX *= 2;
SkPMColor SkPerlinNoiseShader::PerlinNoiseShaderContext::shade(
const SkPoint& point, StitchData& stitchData) const {
- const SkPerlinNoiseShader& perlinNoiseShader = static_cast<const SkPerlinNoiseShader&>(fShader);
SkPoint newPoint;
fMatrix.mapPoints(&newPoint, &point, 1);
newPoint.fX = SkScalarRoundToScalar(newPoint.fX);
U8CPU rgba[4];
for (int channel = 3; channel >= 0; --channel) {
rgba[channel] = SkScalarFloorToInt(255 *
- calculateTurbulenceValueForPoint(channel, *perlinNoiseShader.fPaintingData,
- stitchData, newPoint));
+ calculateTurbulenceValueForPoint(channel, stitchData, newPoint));
}
return SkPreMultiplyARGB(rgba[3], rgba[0], rgba[1], rgba[2]);
}
: INHERITED(shader, rec)
{
SkMatrix newMatrix = *rec.fMatrix;
- newMatrix.postConcat(shader.getLocalMatrix());
- SkMatrix invMatrix;
- if (!newMatrix.invert(&invMatrix)) {
- invMatrix.reset();
+ newMatrix.preConcat(shader.getLocalMatrix());
+ if (rec.fLocalMatrix) {
+ newMatrix.preConcat(*rec.fLocalMatrix);
}
// This (1,1) translation is due to WebKit's 1 based coordinates for the noise
// (as opposed to 0 based, usually). The same adjustment is in the setData() function.
- newMatrix.postTranslate(SK_Scalar1, SK_Scalar1);
- newMatrix.postConcat(invMatrix);
- newMatrix.postConcat(invMatrix);
- fMatrix = newMatrix;
+ fMatrix.setTranslate(-newMatrix.getTranslateX() + SK_Scalar1, -newMatrix.getTranslateY() + SK_Scalar1);
+ fPaintingData = SkNEW_ARGS(PaintingData, (shader.fTileSize, shader.fSeed, shader.fBaseFrequencyX, shader.fBaseFrequencyY, newMatrix));
+}
+
+SkPerlinNoiseShader::PerlinNoiseShaderContext::~PerlinNoiseShaderContext() {
+ SkDELETE(fPaintingData);
}
void SkPerlinNoiseShader::PerlinNoiseShaderContext::shadeSpan(
#if SK_SUPPORT_GPU
-#include "GrTBackendEffectFactory.h"
-
-class GrGLNoise : public GrGLEffect {
-public:
- GrGLNoise(const GrBackendEffectFactory& factory,
- const GrDrawEffect& drawEffect);
- virtual ~GrGLNoise() {}
-
- static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&);
+#include "GrTBackendProcessorFactory.h"
- virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
-
-protected:
- SkPerlinNoiseShader::Type fType;
- bool fStitchTiles;
- int fNumOctaves;
- GrGLUniformManager::UniformHandle fBaseFrequencyUni;
- GrGLUniformManager::UniformHandle fAlphaUni;
- GrGLUniformManager::UniformHandle fInvMatrixUni;
-
-private:
- typedef GrGLEffect INHERITED;
-};
-
-class GrGLPerlinNoise : public GrGLNoise {
+class GrGLPerlinNoise : public GrGLFragmentProcessor {
public:
- GrGLPerlinNoise(const GrBackendEffectFactory& factory,
- const GrDrawEffect& drawEffect)
- : GrGLNoise(factory, drawEffect) {}
+ GrGLPerlinNoise(const GrBackendProcessorFactory&,
+ const GrProcessor&);
virtual ~GrGLPerlinNoise() {}
- virtual void emitCode(GrGLShaderBuilder*,
- const GrDrawEffect&,
- EffectKey,
+ virtual void emitCode(GrGLFPBuilder*,
+ const GrFragmentProcessor&,
+ const GrProcessorKey&,
const char* outputColor,
const char* inputColor,
const TransformedCoordsArray&,
const TextureSamplerArray&) SK_OVERRIDE;
- virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
-
-private:
- GrGLUniformManager::UniformHandle fStitchDataUni;
-
- typedef GrGLNoise INHERITED;
-};
-
-class GrGLSimplexNoise : public GrGLNoise {
- // Note : This is for reference only. GrGLPerlinNoise is used for processing.
-public:
- GrGLSimplexNoise(const GrBackendEffectFactory& factory,
- const GrDrawEffect& drawEffect)
- : GrGLNoise(factory, drawEffect) {}
+ virtual void setData(const GrGLProgramDataManager&, const GrProcessor&) SK_OVERRIDE;
- virtual ~GrGLSimplexNoise() {}
+ static inline void GenKey(const GrProcessor&, const GrGLCaps&, GrProcessorKeyBuilder* b);
- virtual void emitCode(GrGLShaderBuilder*,
- const GrDrawEffect&,
- EffectKey,
- const char* outputColor,
- const char* inputColor,
- const TransformedCoordsArray&,
- const TextureSamplerArray&) SK_OVERRIDE;
+private:
- virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
+ GrGLProgramDataManager::UniformHandle fStitchDataUni;
+ SkPerlinNoiseShader::Type fType;
+ bool fStitchTiles;
+ int fNumOctaves;
+ GrGLProgramDataManager::UniformHandle fBaseFrequencyUni;
+ GrGLProgramDataManager::UniformHandle fAlphaUni;
private:
- GrGLUniformManager::UniformHandle fSeedUni;
-
- typedef GrGLNoise INHERITED;
+ typedef GrGLFragmentProcessor INHERITED;
};
/////////////////////////////////////////////////////////////////////
-class GrNoiseEffect : public GrEffect {
+class GrPerlinNoiseEffect : public GrFragmentProcessor {
public:
- virtual ~GrNoiseEffect() { }
+ static GrFragmentProcessor* Create(SkPerlinNoiseShader::Type type,
+ int numOctaves, bool stitchTiles,
+ SkPerlinNoiseShader::PaintingData* paintingData,
+ GrTexture* permutationsTexture, GrTexture* noiseTexture,
+ const SkMatrix& matrix, uint8_t alpha) {
+ return SkNEW_ARGS(GrPerlinNoiseEffect, (type, numOctaves, stitchTiles, paintingData,
+ permutationsTexture, noiseTexture, matrix, alpha));
+ }
+
+ virtual ~GrPerlinNoiseEffect() {
+ SkDELETE(fPaintingData);
+ }
+
+ static const char* Name() { return "PerlinNoise"; }
+ virtual const GrBackendFragmentProcessorFactory& getFactory() const SK_OVERRIDE {
+ return GrTBackendFragmentProcessorFactory<GrPerlinNoiseEffect>::getInstance();
+ }
+ const SkPerlinNoiseShader::StitchData& stitchData() const { return fPaintingData->fStitchDataInit; }
SkPerlinNoiseShader::Type type() const { return fType; }
bool stitchTiles() const { return fStitchTiles; }
- const SkVector& baseFrequency() const { return fBaseFrequency; }
+ const SkVector& baseFrequency() const { return fPaintingData->fBaseFrequency; }
int numOctaves() const { return fNumOctaves; }
const SkMatrix& matrix() const { return fCoordTransform.getMatrix(); }
uint8_t alpha() const { return fAlpha; }
- void getConstantColorComponents(GrColor*, uint32_t* validFlags) const SK_OVERRIDE {
- *validFlags = 0; // This is noise. Nothing is constant.
- }
+ typedef GrGLPerlinNoise GLProcessor;
-protected:
- virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE {
- const GrNoiseEffect& s = CastEffect<GrNoiseEffect>(sBase);
+private:
+ virtual bool onIsEqual(const GrFragmentProcessor& sBase) const SK_OVERRIDE {
+ const GrPerlinNoiseEffect& s = sBase.cast<GrPerlinNoiseEffect>();
return fType == s.fType &&
- fBaseFrequency == s.fBaseFrequency &&
+ fPaintingData->fBaseFrequency == s.fPaintingData->fBaseFrequency &&
fNumOctaves == s.fNumOctaves &&
fStitchTiles == s.fStitchTiles &&
- fCoordTransform.getMatrix() == s.fCoordTransform.getMatrix() &&
- fAlpha == s.fAlpha;
+ fAlpha == s.fAlpha &&
+ fPaintingData->fStitchDataInit == s.fPaintingData->fStitchDataInit;
}
- GrNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, int numOctaves,
- bool stitchTiles, const SkMatrix& matrix, uint8_t alpha)
- : fType(type)
- , fBaseFrequency(baseFrequency)
- , fNumOctaves(numOctaves)
- , fStitchTiles(stitchTiles)
- , fMatrix(matrix)
- , fAlpha(alpha) {
- // This (1,1) translation is due to WebKit's 1 based coordinates for the noise
- // (as opposed to 0 based, usually). The same adjustment is in the shadeSpan() functions.
- SkMatrix m = matrix;
- m.postTranslate(SK_Scalar1, SK_Scalar1);
- fCoordTransform.reset(kLocal_GrCoordSet, m);
- this->addCoordTransform(&fCoordTransform);
- this->setWillNotUseInputColor();
+ void onComputeInvariantOutput(InvariantOutput* inout) const SK_OVERRIDE {
+ inout->setToUnknown(InvariantOutput::kWillNot_ReadInput);
}
- SkPerlinNoiseShader::Type fType;
- GrCoordTransform fCoordTransform;
- SkVector fBaseFrequency;
- int fNumOctaves;
- bool fStitchTiles;
- SkMatrix fMatrix;
- uint8_t fAlpha;
-
-private:
- typedef GrEffect INHERITED;
-};
-
-class GrPerlinNoiseEffect : public GrNoiseEffect {
-public:
- static GrEffectRef* Create(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency,
- int numOctaves, bool stitchTiles,
- const SkPerlinNoiseShader::StitchData& stitchData,
- GrTexture* permutationsTexture, GrTexture* noiseTexture,
- const SkMatrix& matrix, uint8_t alpha) {
- AutoEffectUnref effect(SkNEW_ARGS(GrPerlinNoiseEffect, (type, baseFrequency, numOctaves,
- stitchTiles, stitchData, permutationsTexture, noiseTexture, matrix, alpha)));
- return CreateEffectRef(effect);
- }
-
- virtual ~GrPerlinNoiseEffect() { }
-
- static const char* Name() { return "PerlinNoise"; }
- virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE {
- return GrTBackendEffectFactory<GrPerlinNoiseEffect>::getInstance();
- }
- const SkPerlinNoiseShader::StitchData& stitchData() const { return fStitchData; }
-
- typedef GrGLPerlinNoise GLEffect;
-
-private:
- virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE {
- const GrPerlinNoiseEffect& s = CastEffect<GrPerlinNoiseEffect>(sBase);
- return INHERITED::onIsEqual(sBase) &&
- fPermutationsAccess.getTexture() == s.fPermutationsAccess.getTexture() &&
- fNoiseAccess.getTexture() == s.fNoiseAccess.getTexture() &&
- fStitchData == s.fStitchData;
- }
-
- GrPerlinNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency,
+ GrPerlinNoiseEffect(SkPerlinNoiseShader::Type type,
int numOctaves, bool stitchTiles,
- const SkPerlinNoiseShader::StitchData& stitchData,
+ SkPerlinNoiseShader::PaintingData* paintingData,
GrTexture* permutationsTexture, GrTexture* noiseTexture,
const SkMatrix& matrix, uint8_t alpha)
- : GrNoiseEffect(type, baseFrequency, numOctaves, stitchTiles, matrix, alpha)
+ : fType(type)
+ , fNumOctaves(numOctaves)
+ , fStitchTiles(stitchTiles)
+ , fAlpha(alpha)
, fPermutationsAccess(permutationsTexture)
, fNoiseAccess(noiseTexture)
- , fStitchData(stitchData) {
+ , fPaintingData(paintingData) {
this->addTextureAccess(&fPermutationsAccess);
this->addTextureAccess(&fNoiseAccess);
+ fCoordTransform.reset(kLocal_GrCoordSet, matrix);
+ this->addCoordTransform(&fCoordTransform);
}
- GR_DECLARE_EFFECT_TEST;
+ GR_DECLARE_FRAGMENT_PROCESSOR_TEST;
+ SkPerlinNoiseShader::Type fType;
+ GrCoordTransform fCoordTransform;
+ int fNumOctaves;
+ bool fStitchTiles;
+ uint8_t fAlpha;
GrTextureAccess fPermutationsAccess;
GrTextureAccess fNoiseAccess;
- SkPerlinNoiseShader::StitchData fStitchData;
-
- typedef GrNoiseEffect INHERITED;
-};
-
-class GrSimplexNoiseEffect : public GrNoiseEffect {
- // Note : This is for reference only. GrPerlinNoiseEffect is used for processing.
-public:
- static GrEffectRef* Create(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency,
- int numOctaves, bool stitchTiles, const SkScalar seed,
- const SkMatrix& matrix, uint8_t alpha) {
- AutoEffectUnref effect(SkNEW_ARGS(GrSimplexNoiseEffect, (type, baseFrequency, numOctaves,
- stitchTiles, seed, matrix, alpha)));
- return CreateEffectRef(effect);
- }
-
- virtual ~GrSimplexNoiseEffect() { }
-
- static const char* Name() { return "SimplexNoise"; }
- virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE {
- return GrTBackendEffectFactory<GrSimplexNoiseEffect>::getInstance();
- }
- const SkScalar& seed() const { return fSeed; }
-
- typedef GrGLSimplexNoise GLEffect;
+ SkPerlinNoiseShader::PaintingData *fPaintingData;
private:
- virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE {
- const GrSimplexNoiseEffect& s = CastEffect<GrSimplexNoiseEffect>(sBase);
- return INHERITED::onIsEqual(sBase) && fSeed == s.fSeed;
- }
-
- GrSimplexNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency,
- int numOctaves, bool stitchTiles, const SkScalar seed,
- const SkMatrix& matrix, uint8_t alpha)
- : GrNoiseEffect(type, baseFrequency, numOctaves, stitchTiles, matrix, alpha)
- , fSeed(seed) {
- }
-
- SkScalar fSeed;
-
- typedef GrNoiseEffect INHERITED;
+ typedef GrFragmentProcessor INHERITED;
};
/////////////////////////////////////////////////////////////////////
-GR_DEFINE_EFFECT_TEST(GrPerlinNoiseEffect);
+GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrPerlinNoiseEffect);
-GrEffectRef* GrPerlinNoiseEffect::TestCreate(SkRandom* random,
- GrContext* context,
- const GrDrawTargetCaps&,
- GrTexture**) {
+GrFragmentProcessor* GrPerlinNoiseEffect::TestCreate(SkRandom* random,
+ GrContext* context,
+ const GrDrawTargetCaps&,
+ GrTexture**) {
int numOctaves = random->nextRangeU(2, 10);
bool stitchTiles = random->nextBool();
SkScalar seed = SkIntToScalar(random->nextU());
stitchTiles ? &tileSize : NULL);
SkPaint paint;
- GrEffectRef* effect = shader->asNewEffect(context, paint);
+ GrColor paintColor;
+ GrFragmentProcessor* effect;
+ SkAssertResult(shader->asFragmentProcessor(context, paint, NULL, &paintColor, &effect));
SkDELETE(shader);
return effect;
}
-/////////////////////////////////////////////////////////////////////
-
-void GrGLSimplexNoise::emitCode(GrGLShaderBuilder* builder,
- const GrDrawEffect&,
- EffectKey key,
- const char* outputColor,
- const char* inputColor,
- const TransformedCoordsArray& coords,
- const TextureSamplerArray&) {
- sk_ignore_unused_variable(inputColor);
-
- SkString vCoords = builder->ensureFSCoords2D(coords, 0);
-
- fSeedUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
- kFloat_GrSLType, "seed");
- const char* seedUni = builder->getUniformCStr(fSeedUni);
- fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
- kMat33f_GrSLType, "invMatrix");
- const char* invMatrixUni = builder->getUniformCStr(fInvMatrixUni);
- fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
- kVec2f_GrSLType, "baseFrequency");
- const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni);
- fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
- kFloat_GrSLType, "alpha");
- const char* alphaUni = builder->getUniformCStr(fAlphaUni);
-
- // Add vec3 modulo 289 function
- static const GrGLShaderVar gVec3Args[] = {
- GrGLShaderVar("x", kVec3f_GrSLType)
- };
-
- SkString mod289_3_funcName;
- builder->fsEmitFunction(kVec3f_GrSLType,
- "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 gVec4Args[] = {
- GrGLShaderVar("x", kVec4f_GrSLType)
- };
-
- SkString mod289_4_funcName;
- builder->fsEmitFunction(kVec4f_GrSLType,
- "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 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->fsEmitFunction(kVec4f_GrSLType,
- "permute", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
- permuteCode.c_str(), &permuteFuncName);
-
- // Add vec4 taylorInvSqrt function
- SkString taylorInvSqrtFuncName;
- builder->fsEmitFunction(kVec4f_GrSLType,
- "taylorInvSqrt", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
- "const vec2 C = vec2(-0.85373472095314, 1.79284291400159);\n"
- "return x * C.xxxx + C.yyyy;", &taylorInvSqrtFuncName);
-
- // Add vec3 noise function
- static const GrGLShaderVar gNoiseVec3Args[] = {
- GrGLShaderVar("v", kVec3f_GrSLType)
- };
-
- 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"
-
- // First corner
- "vec3 i = floor(v + dot(v, C.yyy));\n"
- "vec3 x0 = v - i + dot(i, C.xxx);\n"
-
- // Other corners
- "vec3 g = step(x0.yzx, x0.xyz);\n"
- "vec3 l = 1.0 - g;\n"
- "vec3 i1 = min(g.xyz, l.zxy);\n"
- "vec3 i2 = max(g.xyz, l.zxy);\n"
-
- "vec3 x1 = x0 - i1 + C.xxx;\n"
- "vec3 x2 = x0 - i2 + C.yyy;\n" // 2.0*C.x = 1/3 = C.y
- "vec3 x3 = x0 - D.yyy;\n" // -1.0+3.0*C.x = -0.5 = -D.y
- );
-
- 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(), permuteFuncName.c_str(), permuteFuncName.c_str(),
- permuteFuncName.c_str());
-
- 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
- "vec3 ns = n_ * D.wyz - D.xzx;\n"
-
- "vec4 j = p - 49.0 * floor(p * ns.z * ns.z);\n" // mod(p,7*7)
-
- "vec4 x_ = floor(j * ns.z);\n"
- "vec4 y_ = floor(j - 7.0 * x_);" // mod(j,N)
-
- "vec4 x = x_ *ns.x + ns.yyyy;\n"
- "vec4 y = y_ *ns.x + ns.yyyy;\n"
- "vec4 h = 1.0 - abs(x) - abs(y);\n"
-
- "vec4 b0 = vec4(x.xy, y.xy);\n"
- "vec4 b1 = vec4(x.zw, y.zw);\n"
- );
-
- 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"
-
- "vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;\n"
- "vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;\n"
-
- "vec3 p0 = vec3(a0.xy, h.x);\n"
- "vec3 p1 = vec3(a0.zw, h.y);\n"
- "vec3 p2 = vec3(a1.xy, h.z);\n"
- "vec3 p3 = vec3(a1.zw, h.w);\n"
- );
-
- 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"
- "p1 *= norm.y;\n"
- "p2 *= norm.z;\n"
- "p3 *= norm.w;\n"
-
- // Mix final noise value
- "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)));",
- taylorInvSqrtFuncName.c_str());
-
- SkString noiseFuncName;
- builder->fsEmitFunction(kFloat_GrSLType,
- "snoise", SK_ARRAY_COUNT(gNoiseVec3Args), gNoiseVec3Args,
- noiseCode.c_str(), &noiseFuncName);
-
- const char* noiseVecIni = "noiseVecIni";
- const char* factors = "factors";
- const char* sum = "sum";
- const char* xOffsets = "xOffsets";
- const char* yOffsets = "yOffsets";
- const char* channel = "channel";
-
- // Fill with some prime numbers
- builder->fsCodeAppendf("\t\tconst vec4 %s = vec4(13.0, 53.0, 101.0, 151.0);\n", xOffsets);
- builder->fsCodeAppendf("\t\tconst vec4 %s = vec4(109.0, 167.0, 23.0, 67.0);\n", yOffsets);
-
- // There are rounding errors if the floor operation is not performed here
- builder->fsCodeAppendf(
- "\t\tvec3 %s = vec3(floor((%s*vec3(%s, 1.0)).xy) * vec2(0.66) * %s, 0.0);\n",
- noiseVecIni, invMatrixUni, vCoords.c_str(), baseFrequencyUni);
-
- // Perturb the texcoords with three components of noise
- 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, 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);
-
- builder->fsCodeAppendf("\t\tvec3 %s = vec3(1.0);\n", factors);
- builder->fsCodeAppendf("\t\tfloat %s = 0.0;\n", sum);
-
- // Loop over all octaves
- builder->fsCodeAppendf("\t\tfor (int octave = 0; octave < %d; ++octave) {\n", fNumOctaves);
-
- // Loop over the 4 channels
- builder->fsCodeAppendf("\t\t\tfor (int %s = 3; %s >= 0; --%s) {\n", channel, channel, channel);
-
- 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, noiseFuncName.c_str(), noiseVecIni, factors, xOffsets, channel,
- yOffsets, channel, seedUni, factors);
-
- builder->fsCodeAppend("\t\t\t}\n"); // end of the for loop on channels
-
- builder->fsCodeAppendf("\t\t\t%s += %s.x;\n", sum, factors);
- builder->fsCodeAppendf("\t\t\t%s *= vec3(0.5, 2.0, 0.75);\n", factors);
-
- builder->fsCodeAppend("\t\t}\n"); // 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 / %s) + vec4(0.5);\n",
- outputColor, outputColor, sum);
- } else {
- builder->fsCodeAppendf("\t\t%s = abs(%s / vec4(%s));\n",
- outputColor, outputColor, sum);
- }
-
- builder->fsCodeAppendf("\t\t%s.a *= %s;\n", outputColor, alphaUni);
-
- // Clamp values
- builder->fsCodeAppendf("\t\t%s = clamp(%s, 0.0, 1.0);\n", outputColor, outputColor);
-
- // Pre-multiply the result
- builder->fsCodeAppendf("\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n",
- outputColor, outputColor, outputColor, outputColor);
+GrGLPerlinNoise::GrGLPerlinNoise(const GrBackendProcessorFactory& factory,
+ const GrProcessor& processor)
+ : INHERITED (factory)
+ , fType(processor.cast<GrPerlinNoiseEffect>().type())
+ , fStitchTiles(processor.cast<GrPerlinNoiseEffect>().stitchTiles())
+ , fNumOctaves(processor.cast<GrPerlinNoiseEffect>().numOctaves()) {
}
-void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder,
- const GrDrawEffect&,
- EffectKey key,
+void GrGLPerlinNoise::emitCode(GrGLFPBuilder* builder,
+ const GrFragmentProcessor&,
+ const GrProcessorKey& key,
const char* outputColor,
const char* inputColor,
const TransformedCoordsArray& coords,
const TextureSamplerArray& samplers) {
sk_ignore_unused_variable(inputColor);
- SkString vCoords = builder->ensureFSCoords2D(coords, 0);
+ GrGLFPFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
+ SkString vCoords = fsBuilder->ensureFSCoords2D(coords, 0);
- fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
- kMat33f_GrSLType, "invMatrix");
- const char* invMatrixUni = builder->getUniformCStr(fInvMatrixUni);
- fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
+ fBaseFrequencyUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
kVec2f_GrSLType, "baseFrequency");
const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni);
- fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
+ fAlphaUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
kFloat_GrSLType, "alpha");
const char* alphaUni = builder->getUniformCStr(fAlphaUni);
const char* stitchDataUni = NULL;
if (fStitchTiles) {
- fStitchDataUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
+ fStitchDataUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
kVec2f_GrSLType, "stitchData");
stitchDataUni = builder->getUniformCStr(fStitchDataUni);
}
const char* chanCoord = "chanCoord";
const char* stitchData = "stitchData";
const char* ratio = "ratio";
- const char* noiseXY = "noiseXY";
const char* noiseVec = "noiseVec";
const char* noiseSmooth = "noiseSmooth";
+ const char* floorVal = "floorVal";
const char* fractVal = "fractVal";
const char* uv = "uv";
const char* ab = "ab";
const char* latticeIdx = "latticeIdx";
+ const char* bcoords = "bcoords";
const char* lattice = "lattice";
const char* inc8bit = "0.00390625"; // 1.0 / 256.0
// This is the math to convert the two 16bit integer packed into rgba 8 bit input into a
SkString noiseCode;
- noiseCode.appendf("\tvec4 %s = vec4(floor(%s), fract(%s));", noiseXY, noiseVec, noiseVec);
+ noiseCode.appendf("\tvec4 %s;\n", floorVal);
+ noiseCode.appendf("\t%s.xy = floor(%s);\n", floorVal, noiseVec);
+ noiseCode.appendf("\t%s.zw = %s.xy + vec2(1.0);\n", floorVal, floorVal);
+ noiseCode.appendf("\tvec2 %s = fract(%s);\n", fractVal, noiseVec);
// smooth curve : t * t * (3 - 2 * t)
- noiseCode.appendf("\n\tvec2 %s = %s.zw * %s.zw * (vec2(3.0) - vec2(2.0) * %s.zw);",
- noiseSmooth, noiseXY, noiseXY, noiseXY);
+ noiseCode.appendf("\n\tvec2 %s = %s * %s * (vec2(3.0) - vec2(2.0) * %s);",
+ noiseSmooth, fractVal, fractVal, fractVal);
// Adjust frequencies if we're stitching tiles
if (fStitchTiles) {
noiseCode.appendf("\n\tif(%s.x >= %s.x) { %s.x -= %s.x; }",
- noiseXY, stitchData, noiseXY, stitchData);
- noiseCode.appendf("\n\tif(%s.x >= (%s.x - 1.0)) { %s.x -= (%s.x - 1.0); }",
- noiseXY, stitchData, noiseXY, stitchData);
+ floorVal, stitchData, floorVal, stitchData);
noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }",
- noiseXY, stitchData, noiseXY, stitchData);
- noiseCode.appendf("\n\tif(%s.y >= (%s.y - 1.0)) { %s.y -= (%s.y - 1.0); }",
- noiseXY, stitchData, noiseXY, stitchData);
+ floorVal, stitchData, floorVal, stitchData);
+ noiseCode.appendf("\n\tif(%s.z >= %s.x) { %s.z -= %s.x; }",
+ floorVal, stitchData, floorVal, stitchData);
+ noiseCode.appendf("\n\tif(%s.w >= %s.y) { %s.w -= %s.y; }",
+ floorVal, stitchData, floorVal, stitchData);
}
// Get texture coordinates and normalize
- noiseCode.appendf("\n\t%s.xy = fract(floor(mod(%s.xy, 256.0)) / vec2(256.0));\n",
- noiseXY, noiseXY);
+ noiseCode.appendf("\n\t%s = fract(floor(mod(%s, 256.0)) / vec4(256.0));\n",
+ floorVal, floorVal);
// Get permutation for x
{
SkString xCoords("");
- xCoords.appendf("vec2(%s.x, 0.5)", noiseXY);
+ xCoords.appendf("vec2(%s.x, 0.5)", floorVal);
noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx);
- builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType);
+ fsBuilder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType);
noiseCode.append(".r;");
}
// Get permutation for x + 1
{
SkString xCoords("");
- xCoords.appendf("vec2(fract(%s.x + %s), 0.5)", noiseXY, inc8bit);
+ xCoords.appendf("vec2(%s.z, 0.5)", floorVal);
noiseCode.appendf("\n\t%s.y = ", latticeIdx);
- builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType);
+ fsBuilder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType);
noiseCode.append(".r;");
}
#endif
// Get (x,y) coordinates with the permutated x
- noiseCode.appendf("\n\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noiseXY);
-
- noiseCode.appendf("\n\tvec2 %s = %s.zw;", fractVal, noiseXY);
+ noiseCode.appendf("\n\tvec4 %s = fract(%s.xyxy + %s.yyww);", bcoords, latticeIdx, floorVal);
noiseCode.appendf("\n\n\tvec2 %s;", uv);
// Compute u, at offset (0,0)
{
SkString latticeCoords("");
- latticeCoords.appendf("vec2(%s.x, %s)", latticeIdx, chanCoord);
+ latticeCoords.appendf("vec2(%s.x, %s)", bcoords, chanCoord);
noiseCode.appendf("\n\tvec4 %s = ", lattice);
- builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
+ fsBuilder->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 v, at offset (-1,0)
{
SkString latticeCoords("");
- latticeCoords.appendf("vec2(%s.y, %s)", latticeIdx, chanCoord);
+ latticeCoords.appendf("vec2(%s.y, %s)", bcoords, chanCoord);
noiseCode.append("\n\tlattice = ");
- builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
+ fsBuilder->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 v, at offset (-1,-1)
{
SkString latticeCoords("");
- latticeCoords.appendf("vec2(fract(%s.y + %s), %s)", latticeIdx, inc8bit, chanCoord);
+ latticeCoords.appendf("vec2(%s.w, %s)", bcoords, chanCoord);
noiseCode.append("\n\tlattice = ");
- builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
+ fsBuilder->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 u, at offset (0,-1)
{
SkString latticeCoords("");
- latticeCoords.appendf("vec2(fract(%s.x + %s), %s)", latticeIdx, inc8bit, chanCoord);
+ latticeCoords.appendf("vec2(%s.z, %s)", bcoords, chanCoord);
noiseCode.append("\n\tlattice = ");
- builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
+ fsBuilder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
kVec2f_GrSLType);
noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
SkString noiseFuncName;
if (fStitchTiles) {
- builder->fsEmitFunction(kFloat_GrSLType,
+ fsBuilder->emitFunction(kFloat_GrSLType,
"perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs),
gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName);
} else {
- builder->fsEmitFunction(kFloat_GrSLType,
+ fsBuilder->emitFunction(kFloat_GrSLType,
"perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs),
gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName);
}
// 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.c_str(), baseFrequencyUni);
+ fsBuilder->codeAppendf("\n\t\tvec2 %s = floor(%s.xy) * %s;",
+ noiseVec, vCoords.c_str(), baseFrequencyUni);
// Clear the color accumulator
- builder->fsCodeAppendf("\n\t\t%s = vec4(0.0);", outputColor);
+ fsBuilder->codeAppendf("\n\t\t%s = vec4(0.0);", outputColor);
if (fStitchTiles) {
// Set up TurbulenceInitial stitch values.
- builder->fsCodeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni);
+ fsBuilder->codeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni);
}
- builder->fsCodeAppendf("\n\t\tfloat %s = 1.0;", ratio);
+ fsBuilder->codeAppendf("\n\t\tfloat %s = 1.0;", ratio);
// Loop over all octaves
- builder->fsCodeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {", fNumOctaves);
+ fsBuilder->codeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {", fNumOctaves);
- builder->fsCodeAppendf("\n\t\t\t%s += ", outputColor);
+ fsBuilder->codeAppendf("\n\t\t\t%s += ", outputColor);
if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
- builder->fsCodeAppend("abs(");
+ fsBuilder->codeAppend("abs(");
}
if (fStitchTiles) {
- builder->fsCodeAppendf(
+ fsBuilder->codeAppendf(
"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(), chanCoordB, noiseVec, stitchData,
noiseFuncName.c_str(), chanCoordA, noiseVec, stitchData);
} else {
- builder->fsCodeAppendf(
+ fsBuilder->codeAppendf(
"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(), chanCoordA, noiseVec);
}
if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
- builder->fsCodeAppendf(")"); // end of "abs("
+ fsBuilder->codeAppendf(")"); // end of "abs("
}
- builder->fsCodeAppendf(" * %s;", ratio);
+ fsBuilder->codeAppendf(" * %s;", ratio);
- builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec);
- builder->fsCodeAppendf("\n\t\t\t%s *= 0.5;", ratio);
+ fsBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec);
+ fsBuilder->codeAppendf("\n\t\t\t%s *= 0.5;", ratio);
if (fStitchTiles) {
- builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData);
+ fsBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData);
}
- builder->fsCodeAppend("\n\t\t}"); // end of the for loop on octaves
+ fsBuilder->codeAppend("\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("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputColor, outputColor);
+ fsBuilder->codeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputColor, outputColor);
}
- builder->fsCodeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni);
+ fsBuilder->codeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni);
// Clamp values
- builder->fsCodeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", outputColor, outputColor);
+ fsBuilder->codeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", outputColor, outputColor);
// Pre-multiply the result
- builder->fsCodeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n",
+ fsBuilder->codeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n",
outputColor, outputColor, outputColor, outputColor);
}
-GrGLNoise::GrGLNoise(const GrBackendEffectFactory& factory, const GrDrawEffect& drawEffect)
- : INHERITED (factory)
- , fType(drawEffect.castEffect<GrPerlinNoiseEffect>().type())
- , fStitchTiles(drawEffect.castEffect<GrPerlinNoiseEffect>().stitchTiles())
- , fNumOctaves(drawEffect.castEffect<GrPerlinNoiseEffect>().numOctaves()) {
-}
+void GrGLPerlinNoise::GenKey(const GrProcessor& processor, const GrGLCaps&,
+ GrProcessorKeyBuilder* b) {
+ const GrPerlinNoiseEffect& turbulence = processor.cast<GrPerlinNoiseEffect>();
-GrGLEffect::EffectKey GrGLNoise::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) {
- const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>();
-
- EffectKey key = turbulence.numOctaves();
+ uint32_t key = turbulence.numOctaves();
key = key << 3; // Make room for next 3 bits
key |= 0x4; // Flip the 3rd bit if tile stitching is on
}
- return key;
+ b->add32(key);
}
-void GrGLNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) {
- const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>();
+void GrGLPerlinNoise::setData(const GrGLProgramDataManager& pdman, const GrProcessor& processor) {
+ INHERITED::setData(pdman, processor);
- const SkVector& baseFrequency = turbulence.baseFrequency();
- uman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY);
- uman.set1f(fAlphaUni, SkScalarDiv(SkIntToScalar(turbulence.alpha()), SkIntToScalar(255)));
-
- SkMatrix m = turbulence.matrix();
- m.postTranslate(-SK_Scalar1, -SK_Scalar1);
- SkMatrix invM;
- if (!m.invert(&invM)) {
- invM.reset();
- } else {
- invM.postConcat(invM); // Square the matrix
- }
- uman.setSkMatrix(fInvMatrixUni, invM);
-}
+ const GrPerlinNoiseEffect& turbulence = processor.cast<GrPerlinNoiseEffect>();
-void GrGLPerlinNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) {
- INHERITED::setData(uman, drawEffect);
+ const SkVector& baseFrequency = turbulence.baseFrequency();
+ pdman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY);
+ pdman.set1f(fAlphaUni, SkScalarDiv(SkIntToScalar(turbulence.alpha()), SkIntToScalar(255)));
- const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>();
if (turbulence.stitchTiles()) {
const SkPerlinNoiseShader::StitchData& stitchData = turbulence.stitchData();
- uman.set2f(fStitchDataUni, SkIntToScalar(stitchData.fWidth),
+ pdman.set2f(fStitchDataUni, SkIntToScalar(stitchData.fWidth),
SkIntToScalar(stitchData.fHeight));
}
}
-void GrGLSimplexNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) {
- INHERITED::setData(uman, drawEffect);
+/////////////////////////////////////////////////////////////////////
- const GrSimplexNoiseEffect& turbulence = drawEffect.castEffect<GrSimplexNoiseEffect>();
- uman.set1f(fSeedUni, turbulence.seed());
-}
+bool SkPerlinNoiseShader::asFragmentProcessor(GrContext* context, const SkPaint& paint,
+ const SkMatrix* externalLocalMatrix,
+ GrColor* paintColor, GrFragmentProcessor** fp) const {
+ SkASSERT(context);
+
+ *paintColor = SkColor2GrColorJustAlpha(paint.getColor());
-/////////////////////////////////////////////////////////////////////
+ SkMatrix localMatrix = this->getLocalMatrix();
+ if (externalLocalMatrix) {
+ localMatrix.preConcat(*externalLocalMatrix);
+ }
-GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext* context, const SkPaint& paint) const {
- SkASSERT(NULL != context);
+ SkMatrix matrix = context->getMatrix();
+ matrix.preConcat(localMatrix);
if (0 == fNumOctaves) {
SkColor clearColor = 0;
}
SkAutoTUnref<SkColorFilter> cf(SkColorFilter::CreateModeFilter(
clearColor, SkXfermode::kSrc_Mode));
- return cf->asNewEffect(context);
+ *fp = cf->asFragmentProcessor(context);
+ return true;
}
// Either we don't stitch tiles, either we have a valid tile size
SkASSERT(!fStitchTiles || !fTileSize.isEmpty());
-#ifdef SK_USE_SIMPLEX_NOISE
- // Simplex noise is currently disabled but can be enabled by defining SK_USE_SIMPLEX_NOISE
- sk_ignore_unused_variable(context);
- GrEffectRef* effect =
- GrSimplexNoiseEffect::Create(fType, fPaintingData->fBaseFrequency,
- fNumOctaves, fStitchTiles, fSeed,
- this->getLocalMatrix(), paint.getAlpha());
-#else
- GrTexture* permutationsTexture = GrLockAndRefCachedBitmapTexture(
- context, fPaintingData->getPermutationsBitmap(), NULL);
- GrTexture* noiseTexture = GrLockAndRefCachedBitmapTexture(
- context, fPaintingData->getNoiseBitmap(), NULL);
-
- GrEffectRef* effect = (NULL != permutationsTexture) && (NULL != noiseTexture) ?
- GrPerlinNoiseEffect::Create(fType, fPaintingData->fBaseFrequency,
- fNumOctaves, fStitchTiles,
- fPaintingData->fStitchDataInit,
- permutationsTexture, noiseTexture,
- this->getLocalMatrix(), paint.getAlpha()) :
- NULL;
-
- // Unlock immediately, this is not great, but we don't have a way of
- // knowing when else to unlock it currently. TODO: Remove this when
- // unref becomes the unlock replacement for all types of textures.
- if (NULL != permutationsTexture) {
- GrUnlockAndUnrefCachedBitmapTexture(permutationsTexture);
- }
- if (NULL != noiseTexture) {
- GrUnlockAndUnrefCachedBitmapTexture(noiseTexture);
+ SkPerlinNoiseShader::PaintingData* paintingData =
+ SkNEW_ARGS(PaintingData, (fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY, matrix));
+ SkAutoTUnref<GrTexture> permutationsTexture(
+ GrRefCachedBitmapTexture(context, paintingData->getPermutationsBitmap(), NULL));
+ SkAutoTUnref<GrTexture> noiseTexture(
+ GrRefCachedBitmapTexture(context, paintingData->getNoiseBitmap(), NULL));
+
+ SkMatrix m = context->getMatrix();
+ m.setTranslateX(-localMatrix.getTranslateX() + SK_Scalar1);
+ m.setTranslateY(-localMatrix.getTranslateY() + SK_Scalar1);
+ if ((permutationsTexture) && (noiseTexture)) {
+ *fp = GrPerlinNoiseEffect::Create(fType,
+ fNumOctaves,
+ fStitchTiles,
+ paintingData,
+ permutationsTexture, noiseTexture,
+ m, paint.getAlpha());
+ } else {
+ SkDELETE(paintingData);
+ *fp = NULL;
}
-#endif
-
- return effect;
+ return true;
}
#else
-GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext*, const SkPaint&) const {
+bool SkPerlinNoiseShader::asFragmentProcessor(GrContext*, const SkPaint&, const SkMatrix*, GrColor*,
+ GrFragmentProcessor**) const {
SkDEBUGFAIL("Should not call in GPU-less build");
- return NULL;
+ return false;
}
#endif