/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ // This controls the range of values added to color channels layout(key) in int rangeType; @make { static std::unique_ptr<GrFragmentProcessor> Make(GrPixelConfig dstConfig) { int rangeType; switch (dstConfig) { case kGray_8_GrPixelConfig: case kGray_8_as_Lum_GrPixelConfig: case kGray_8_as_Red_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 kRGBA_1010102_GrPixelConfig: case kAlpha_half_GrPixelConfig: case kAlpha_half_as_Red_GrPixelConfig: case kRGBA_float_GrPixelConfig: case kRG_float_GrPixelConfig: case kRGBA_half_GrPixelConfig: case kAlpha_8_GrPixelConfig: case kAlpha_8_as_Alpha_GrPixelConfig: case kAlpha_8_as_Red_GrPixelConfig: return nullptr; } return std::unique_ptr<GrFragmentProcessor>(new GrDitherEffect(rangeType)); } } void main() { half value; half 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 = 1.0 / 15.0; break; } @if (sk_Caps.integerSupport) { // This ordered-dither code is lifted from the cpu backend. uint x = uint(sk_FragCoord.x); uint y = uint(sk_FragCoord.y); uint m = (y & 1) << 5 | (x & 1) << 4 | (y & 2) << 2 | (x & 2) << 1 | (y & 4) >> 1 | (x & 4) >> 2; value = half(m) * 1.0 / 64.0 - 63.0 / 128.0; } else { // Simulate the integer effect used above using step/mod. For speed, simulates a 4x4 // dither pattern rather than an 8x8 one. half4 modValues = mod(sk_FragCoord.xyxy, half4(2.0, 2.0, 4.0, 4.0)); half4 stepValues = step(modValues, half4(1.0, 1.0, 2.0, 2.0)); value = dot(stepValues, half4(8.0 / 16.0, 4.0 / 16.0, 2.0 / 16.0, 1.0 / 16.0)) - 15.0 / 32.0; } // 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 = half4(clamp(sk_InColor.rgb + value * range, 0, sk_InColor.a), sk_InColor.a); } @test(testData) { float range = testData->fRandom->nextRangeF(0.001f, 0.05f); return std::unique_ptr<GrFragmentProcessor>(new GrDitherEffect(range)); }