| 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;
|
| }
|
|
|
|
|