Example #1
0
void GrGLBicubicEffect::emitCode(EmitArgs& args) {
    const GrTextureDomain& domain = args.fFp.cast<GrBicubicEffect>().domain();

    fCoefficientsUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                           kMat44f_GrSLType, kDefault_GrSLPrecision,
                                           "Coefficients");
    fImageIncrementUni = args.fBuilder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                             kVec2f_GrSLType, kDefault_GrSLPrecision,
                                             "ImageIncrement");

    const char* imgInc = args.fBuilder->getUniformCStr(fImageIncrementUni);
    const char* coeff = args.fBuilder->getUniformCStr(fCoefficientsUni);

    SkString cubicBlendName;

    static const GrGLShaderVar gCubicBlendArgs[] = {
        GrGLShaderVar("coefficients",  kMat44f_GrSLType),
        GrGLShaderVar("t",             kFloat_GrSLType),
        GrGLShaderVar("c0",            kVec4f_GrSLType),
        GrGLShaderVar("c1",            kVec4f_GrSLType),
        GrGLShaderVar("c2",            kVec4f_GrSLType),
        GrGLShaderVar("c3",            kVec4f_GrSLType),
    };
    GrGLFragmentBuilder* fsBuilder = args.fBuilder->getFragmentShaderBuilder();
    SkString coords2D = fsBuilder->ensureFSCoords2D(args.fCoords, 0);
    fsBuilder->emitFunction(kVec4f_GrSLType,
                            "cubicBlend",
                            SK_ARRAY_COUNT(gCubicBlendArgs),
                            gCubicBlendArgs,
                            "\tvec4 ts = vec4(1.0, t, t * t, t * t * t);\n"
                            "\tvec4 c = coefficients * ts;\n"
                            "\treturn c.x * c0 + c.y * c1 + c.z * c2 + c.w * c3;\n",
                            &cubicBlendName);
    fsBuilder->codeAppendf("\tvec2 coord = %s - %s * vec2(0.5);\n", coords2D.c_str(), imgInc);
    // We unnormalize the coord in order to determine our fractional offset (f) within the texel
    // We then snap coord to a texel center and renormalize. The snap prevents cases where the
    // starting coords are near a texel boundary and accumulations of imgInc would cause us to skip/
    // double hit a texel.
    fsBuilder->codeAppendf("\tcoord /= %s;\n", imgInc);
    fsBuilder->codeAppend("\tvec2 f = fract(coord);\n");
    fsBuilder->codeAppendf("\tcoord = (coord - f + vec2(0.5)) * %s;\n", imgInc);
    fsBuilder->codeAppend("\tvec4 rowColors[4];\n");
    for (int y = 0; y < 4; ++y) {
        for (int x = 0; x < 4; ++x) {
            SkString coord;
            coord.printf("coord + %s * vec2(%d, %d)", imgInc, x - 1, y - 1);
            SkString sampleVar;
            sampleVar.printf("rowColors[%d]", x);
            fDomain.sampleTexture(fsBuilder, domain, sampleVar.c_str(), coord, args.fSamplers[0]);
        }
        fsBuilder->codeAppendf("\tvec4 s%d = %s(%s, f.x, rowColors[0], rowColors[1], rowColors[2], rowColors[3]);\n", y, cubicBlendName.c_str(), coeff);
    }
    SkString bicubicColor;
    bicubicColor.printf("%s(%s, f.y, s0, s1, s2, s3)", cubicBlendName.c_str(), coeff);
    fsBuilder->codeAppendf("\t%s = %s;\n", args.fOutputColor,(GrGLSLExpr4(bicubicColor.c_str()) *
                           GrGLSLExpr4(args.fInputColor)).c_str());
}
Example #2
0
void GrGLPerlinNoise::emitCode(GrGLFPBuilder* builder,
                               const GrFragmentProcessor&,
                               const char* outputColor,
                               const char* inputColor,
                               const TransformedCoordsArray& coords,
                               const TextureSamplerArray& samplers) {
    sk_ignore_unused_variable(inputColor);

    GrGLFragmentBuilder* fsBuilder = builder->getFragmentShaderBuilder();
    SkString vCoords = fsBuilder->ensureFSCoords2D(coords, 0);

    fBaseFrequencyUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                            kVec2f_GrSLType, kDefault_GrSLPrecision,
                                            "baseFrequency");
    const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni);
    fAlphaUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                    kFloat_GrSLType, kDefault_GrSLPrecision,
                                    "alpha");
    const char* alphaUni = builder->getUniformCStr(fAlphaUni);

    const char* stitchDataUni = NULL;
    if (fStitchTiles) {
        fStitchDataUni = builder->addUniform(GrGLProgramBuilder::kFragment_Visibility,
                                             kVec2f_GrSLType, kDefault_GrSLPrecision,
                                             "stitchData");
        stitchDataUni = builder->getUniformCStr(fStitchDataUni);
    }

    // There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8
    const char* chanCoordR  = "0.125";
    const char* chanCoordG  = "0.375";
    const char* chanCoordB  = "0.625";
    const char* chanCoordA  = "0.875";
    const char* chanCoord   = "chanCoord";
    const char* stitchData  = "stitchData";
    const char* ratio       = "ratio";
    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
    // [-1,1] vector and perform a dot product between that vector and the provided vector.
    const char* dotLattice  = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec2(1.0)), %s);";

    // Add noise function
    static const GrGLShaderVar gPerlinNoiseArgs[] =  {
        GrGLShaderVar(chanCoord, kFloat_GrSLType),
        GrGLShaderVar(noiseVec, kVec2f_GrSLType)
    };

    static const GrGLShaderVar gPerlinNoiseStitchArgs[] =  {
        GrGLShaderVar(chanCoord, kFloat_GrSLType),
        GrGLShaderVar(noiseVec, kVec2f_GrSLType),
        GrGLShaderVar(stitchData, kVec2f_GrSLType)
    };

    SkString noiseCode;

    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 * %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; }",
            floorVal, stitchData, floorVal, stitchData);
        noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }",
            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 = 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)", floorVal);

        noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx);
        fsBuilder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType);
        noiseCode.append(".r;");
    }

    // Get permutation for x + 1
    {
        SkString xCoords("");
        xCoords.appendf("vec2(%s.z, 0.5)", floorVal);

        noiseCode.appendf("\n\t%s.y = ", latticeIdx);
        fsBuilder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType);
        noiseCode.append(".r;");
    }

#if defined(SK_BUILD_FOR_ANDROID)
    // Android rounding for Tegra devices, like, for example: Xoom (Tegra 2), Nexus 7 (Tegra 3).
    // The issue is that colors aren't accurate enough on Tegra devices. For example, if an 8 bit
    // value of 124 (or 0.486275 here) is entered, we can get a texture value of 123.513725
    // (or 0.484368 here). The following rounding operation prevents these precision issues from
    // affecting the result of the noise by making sure that we only have multiples of 1/255.
    // (Note that 1/255 is about 0.003921569, which is the value used here).
    noiseCode.appendf("\n\t%s = floor(%s * vec2(255.0) + vec2(0.5)) * vec2(0.003921569);",
                      latticeIdx, latticeIdx);
#endif

    // Get (x,y) coordinates with the permutated x
    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)", bcoords, chanCoord);
        noiseCode.appendf("\n\tvec4 %s = ", lattice);
        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);
    }

    noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal);
    // Compute v, at offset (-1,0)
    {
        SkString latticeCoords("");
        latticeCoords.appendf("vec2(%s.y, %s)", bcoords, chanCoord);
        noiseCode.append("\n\tlattice = ");
        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 'a' as a linear interpolation of 'u' and 'v'
    noiseCode.appendf("\n\tvec2 %s;", ab);
    noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);

    noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal);
    // Compute v, at offset (-1,-1)
    {
        SkString latticeCoords("");
        latticeCoords.appendf("vec2(%s.w, %s)", bcoords, chanCoord);
        noiseCode.append("\n\tlattice = ");
        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);
    }

    noiseCode.appendf("\n\t%s.x += 1.0;", fractVal);
    // Compute u, at offset (0,-1)
    {
        SkString latticeCoords("");
        latticeCoords.appendf("vec2(%s.z, %s)", bcoords, chanCoord);
        noiseCode.append("\n\tlattice = ");
        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 'b' as a linear interpolation of 'u' and 'v'
    noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);
    // Compute the noise as a linear interpolation of 'a' and 'b'
    noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth);

    SkString noiseFuncName;
    if (fStitchTiles) {
        fsBuilder->emitFunction(kFloat_GrSLType,
                                "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs),
                                gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName);
    } else {
        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
    fsBuilder->codeAppendf("\n\t\tvec2 %s = floor(%s.xy) * %s;",
                           noiseVec, vCoords.c_str(), baseFrequencyUni);

    // Clear the color accumulator
    fsBuilder->codeAppendf("\n\t\t%s = vec4(0.0);", outputColor);

    if (fStitchTiles) {
        // Set up TurbulenceInitial stitch values.
        fsBuilder->codeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni);
    }

    fsBuilder->codeAppendf("\n\t\tfloat %s = 1.0;", ratio);

    // Loop over all octaves
    fsBuilder->codeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {", fNumOctaves);

    fsBuilder->codeAppendf("\n\t\t\t%s += ", outputColor);
    if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
        fsBuilder->codeAppend("abs(");
    }
    if (fStitchTiles) {
        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(), chanCoordG, noiseVec, stitchData,
            noiseFuncName.c_str(), chanCoordB, noiseVec, stitchData,
            noiseFuncName.c_str(), chanCoordA, noiseVec, stitchData);
    } else {
        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(), chanCoordG, noiseVec,
            noiseFuncName.c_str(), chanCoordB, noiseVec,
            noiseFuncName.c_str(), chanCoordA, noiseVec);
    }
    if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
        fsBuilder->codeAppendf(")"); // end of "abs("
    }
    fsBuilder->codeAppendf(" * %s;", ratio);

    fsBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec);
    fsBuilder->codeAppendf("\n\t\t\t%s *= 0.5;", ratio);

    if (fStitchTiles) {
        fsBuilder->codeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData);
    }
    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.
        fsBuilder->codeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputColor, outputColor);
    }

    fsBuilder->codeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni);

    // Clamp values
    fsBuilder->codeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", outputColor, outputColor);

    // Pre-multiply the result
    fsBuilder->codeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n",
                  outputColor, outputColor, outputColor, outputColor);
}