Index: src/effects/SkPerlinNoiseShader.cpp |
diff --git a/src/effects/SkPerlinNoiseShader.cpp b/src/effects/SkPerlinNoiseShader.cpp |
index bbd550a6a3cdc9588691b0ae47b81caa42a7f2a9..876740c7ca718b879eea7ceebfb815fe231954ba 100644 |
--- a/src/effects/SkPerlinNoiseShader.cpp |
+++ b/src/effects/SkPerlinNoiseShader.cpp |
@@ -494,8 +494,7 @@ void SkPerlinNoiseShader::shadeSpan16(int x, int y, uint16_t result[], int count |
///////////////////////////////////////////////////////////////////// |
-#if SK_SUPPORT_GPU && !defined(SK_BUILD_FOR_ANDROID) |
-// CPU noise is faster on Android, so the GPU implementation is only for desktop |
+#if SK_SUPPORT_GPU |
#include "GrTBackendEffectFactory.h" |
@@ -1008,23 +1007,29 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
// [-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);"; |
+ // Android precision fix for NON Tegra devices, like, for example: Nexus 10 (ARM's Mali-T604) |
+ // The value of perlinNoise is 4096.0, so we need a high precision float to store this |
+ const GrGLShaderVar::Precision precision = GrGLShaderVar::kHigh_Precision; |
+ const char* precisionString = |
+ GrGLShaderVar::PrecisionString(precision, builder->ctxInfo().binding()); |
+ |
// Add noise function |
static const GrGLShaderVar gPerlinNoiseArgs[] = { |
GrGLShaderVar(chanCoord, kFloat_GrSLType), |
- GrGLShaderVar(noiseVec, kVec2f_GrSLType) |
+ GrGLShaderVar(noiseVec, kVec2f_GrSLType, GrGLShaderVar::kNonArray, precision) |
}; |
static const GrGLShaderVar gPerlinNoiseStitchArgs[] = { |
GrGLShaderVar(chanCoord, kFloat_GrSLType), |
- GrGLShaderVar(noiseVec, kVec2f_GrSLType), |
- GrGLShaderVar(stitchData, kVec4f_GrSLType) |
+ GrGLShaderVar(noiseVec, kVec2f_GrSLType, GrGLShaderVar::kNonArray, precision), |
+ GrGLShaderVar(stitchData, kVec4f_GrSLType, GrGLShaderVar::kNonArray, precision) |
}; |
SkString noiseCode; |
noiseCode.appendf( |
- "\tvec4 %s = vec4(floor(%s) + vec2(%s), fract(%s));", |
- noiseXY, noiseVec, perlinNoise, noiseVec); |
+ "\t%svec4 %s = vec4(floor(%s) + vec2(%s), fract(%s));", |
+ precisionString, noiseXY, noiseVec, perlinNoise, 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);", |
@@ -1066,6 +1071,17 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
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\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noiseXY); |
@@ -1088,7 +1104,7 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
{ |
SkString latticeCoords(""); |
latticeCoords.appendf("vec2(%s.y, %s)", latticeIdx, chanCoord); |
- noiseCode.append("lattice = "); |
+ noiseCode.append("\n\tlattice = "); |
builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), |
kVec2f_GrSLType); |
noiseCode.appendf(".bgra;\n\t%s.y = ", uv); |
@@ -1104,7 +1120,7 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
{ |
SkString latticeCoords(""); |
latticeCoords.appendf("vec2(fract(%s.y + %s), %s)", latticeIdx, inc8bit, chanCoord); |
- noiseCode.append("lattice = "); |
+ noiseCode.append("\n\tlattice = "); |
builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), |
kVec2f_GrSLType); |
noiseCode.appendf(".bgra;\n\t%s.y = ", uv); |
@@ -1116,7 +1132,7 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
{ |
SkString latticeCoords(""); |
latticeCoords.appendf("vec2(fract(%s.x + %s), %s)", latticeIdx, inc8bit, chanCoord); |
- noiseCode.append("lattice = "); |
+ noiseCode.append("\n\tlattice = "); |
builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(), |
kVec2f_GrSLType); |
noiseCode.appendf(".bgra;\n\t%s.x = ", uv); |
@@ -1130,13 +1146,13 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
SkString noiseFuncName; |
if (fStitchTiles) { |
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType, "perlinnoise", |
- SK_ARRAY_COUNT(gPerlinNoiseStitchArgs), gPerlinNoiseStitchArgs, |
- noiseCode.c_str(), &noiseFuncName); |
+ builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType, |
+ "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs), |
+ gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName); |
} else { |
- builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType, "perlinnoise", |
- SK_ARRAY_COUNT(gPerlinNoiseArgs), gPerlinNoiseArgs, |
- noiseCode.c_str(), &noiseFuncName); |
+ builder->emitFunction(GrGLShaderBuilder::kFragment_ShaderType, kFloat_GrSLType, |
+ "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs), |
+ gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName); |
} |
// There are rounding errors if the floor operation is not performed here |
@@ -1148,7 +1164,7 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
if (fStitchTiles) { |
// Set up TurbulenceInitial stitch values. |
- builder->fsCodeAppendf("\n\t\tvec4 %s = %s;", stitchData, stitchDataUni); |
+ builder->fsCodeAppendf("\n\t\t%s vec4 %s = %s;", precisionString, stitchData, stitchDataUni); |
} |
builder->fsCodeAppendf("\n\t\tfloat %s = 1.0;", ratio); |
@@ -1187,7 +1203,8 @@ void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder, |
if (fStitchTiles) { |
builder->fsCodeAppendf("\n\t\t\t%s.xz *= vec2(2.0);", stitchData); |
- builder->fsCodeAppendf("\n\t\t\t%s.yw = %s.xz + vec2(%s);", stitchData, stitchData, perlinNoise); |
+ builder->fsCodeAppendf("\n\t\t\t%s.yw = %s.xz + vec2(%s);", |
+ stitchData, stitchData, perlinNoise); |
} |
builder->fsCodeAppend("\n\t\t}"); // end of the for loop on octaves |
@@ -1334,9 +1351,7 @@ GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext* context, const SkPaint& |
#else |
GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext*, const SkPaint&) const { |
-#if !defined(SK_BUILD_FOR_ANDROID) |
SkDEBUGFAIL("Should not call in GPU-less build"); |
-#endif |
return NULL; |
} |