gfx/skia/trunk/src/effects/SkPerlinNoiseShader.cpp

changeset 0
6474c204b198
     1.1 --- /dev/null	Thu Jan 01 00:00:00 1970 +0000
     1.2 +++ b/gfx/skia/trunk/src/effects/SkPerlinNoiseShader.cpp	Wed Dec 31 06:09:35 2014 +0100
     1.3 @@ -0,0 +1,1356 @@
     1.4 +/*
     1.5 + * Copyright 2013 Google Inc.
     1.6 + *
     1.7 + * Use of this source code is governed by a BSD-style license that can be
     1.8 + * found in the LICENSE file.
     1.9 + */
    1.10 +
    1.11 +#include "SkDither.h"
    1.12 +#include "SkPerlinNoiseShader.h"
    1.13 +#include "SkColorFilter.h"
    1.14 +#include "SkReadBuffer.h"
    1.15 +#include "SkWriteBuffer.h"
    1.16 +#include "SkShader.h"
    1.17 +#include "SkUnPreMultiply.h"
    1.18 +#include "SkString.h"
    1.19 +
    1.20 +#if SK_SUPPORT_GPU
    1.21 +#include "GrContext.h"
    1.22 +#include "GrCoordTransform.h"
    1.23 +#include "gl/GrGLEffect.h"
    1.24 +#include "GrTBackendEffectFactory.h"
    1.25 +#include "SkGr.h"
    1.26 +#endif
    1.27 +
    1.28 +static const int kBlockSize = 256;
    1.29 +static const int kBlockMask = kBlockSize - 1;
    1.30 +static const int kPerlinNoise = 4096;
    1.31 +static const int kRandMaximum = SK_MaxS32; // 2**31 - 1
    1.32 +
    1.33 +namespace {
    1.34 +
    1.35 +// noiseValue is the color component's value (or color)
    1.36 +// limitValue is the maximum perlin noise array index value allowed
    1.37 +// newValue is the current noise dimension (either width or height)
    1.38 +inline int checkNoise(int noiseValue, int limitValue, int newValue) {
    1.39 +    // If the noise value would bring us out of bounds of the current noise array while we are
    1.40 +    // stiching noise tiles together, wrap the noise around the current dimension of the noise to
    1.41 +    // stay within the array bounds in a continuous fashion (so that tiling lines are not visible)
    1.42 +    if (noiseValue >= limitValue) {
    1.43 +        noiseValue -= newValue;
    1.44 +    }
    1.45 +    if (noiseValue >= limitValue - 1) {
    1.46 +        noiseValue -= newValue - 1;
    1.47 +    }
    1.48 +    return noiseValue;
    1.49 +}
    1.50 +
    1.51 +inline SkScalar smoothCurve(SkScalar t) {
    1.52 +    static const SkScalar SK_Scalar3 = 3.0f;
    1.53 +
    1.54 +    // returns t * t * (3 - 2 * t)
    1.55 +    return SkScalarMul(SkScalarSquare(t), SK_Scalar3 - 2 * t);
    1.56 +}
    1.57 +
    1.58 +bool perlin_noise_type_is_valid(SkPerlinNoiseShader::Type type) {
    1.59 +    return (SkPerlinNoiseShader::kFractalNoise_Type == type) ||
    1.60 +           (SkPerlinNoiseShader::kTurbulence_Type == type);
    1.61 +}
    1.62 +
    1.63 +} // end namespace
    1.64 +
    1.65 +struct SkPerlinNoiseShader::StitchData {
    1.66 +    StitchData()
    1.67 +      : fWidth(0)
    1.68 +      , fWrapX(0)
    1.69 +      , fHeight(0)
    1.70 +      , fWrapY(0)
    1.71 +    {}
    1.72 +
    1.73 +    bool operator==(const StitchData& other) const {
    1.74 +        return fWidth == other.fWidth &&
    1.75 +               fWrapX == other.fWrapX &&
    1.76 +               fHeight == other.fHeight &&
    1.77 +               fWrapY == other.fWrapY;
    1.78 +    }
    1.79 +
    1.80 +    int fWidth; // How much to subtract to wrap for stitching.
    1.81 +    int fWrapX; // Minimum value to wrap.
    1.82 +    int fHeight;
    1.83 +    int fWrapY;
    1.84 +};
    1.85 +
    1.86 +struct SkPerlinNoiseShader::PaintingData {
    1.87 +    PaintingData(const SkISize& tileSize, SkScalar seed,
    1.88 +                 SkScalar baseFrequencyX, SkScalar baseFrequencyY)
    1.89 +      : fTileSize(tileSize)
    1.90 +      , fBaseFrequency(SkPoint::Make(baseFrequencyX, baseFrequencyY))
    1.91 +    {
    1.92 +        this->init(seed);
    1.93 +        if (!fTileSize.isEmpty()) {
    1.94 +            this->stitch();
    1.95 +        }
    1.96 +
    1.97 +#if SK_SUPPORT_GPU && !defined(SK_USE_SIMPLEX_NOISE)
    1.98 +        fPermutationsBitmap.setConfig(SkImageInfo::MakeA8(kBlockSize, 1));
    1.99 +        fPermutationsBitmap.setPixels(fLatticeSelector);
   1.100 +
   1.101 +        fNoiseBitmap.setConfig(SkImageInfo::MakeN32Premul(kBlockSize, 4));
   1.102 +        fNoiseBitmap.setPixels(fNoise[0][0]);
   1.103 +#endif
   1.104 +    }
   1.105 +
   1.106 +    int         fSeed;
   1.107 +    uint8_t     fLatticeSelector[kBlockSize];
   1.108 +    uint16_t    fNoise[4][kBlockSize][2];
   1.109 +    SkPoint     fGradient[4][kBlockSize];
   1.110 +    SkISize     fTileSize;
   1.111 +    SkVector    fBaseFrequency;
   1.112 +    StitchData  fStitchDataInit;
   1.113 +
   1.114 +private:
   1.115 +
   1.116 +#if SK_SUPPORT_GPU && !defined(SK_USE_SIMPLEX_NOISE)
   1.117 +    SkBitmap   fPermutationsBitmap;
   1.118 +    SkBitmap   fNoiseBitmap;
   1.119 +#endif
   1.120 +
   1.121 +    inline int random()  {
   1.122 +        static const int gRandAmplitude = 16807; // 7**5; primitive root of m
   1.123 +        static const int gRandQ = 127773; // m / a
   1.124 +        static const int gRandR = 2836; // m % a
   1.125 +
   1.126 +        int result = gRandAmplitude * (fSeed % gRandQ) - gRandR * (fSeed / gRandQ);
   1.127 +        if (result <= 0)
   1.128 +            result += kRandMaximum;
   1.129 +        fSeed = result;
   1.130 +        return result;
   1.131 +    }
   1.132 +
   1.133 +    // Only called once. Could be part of the constructor.
   1.134 +    void init(SkScalar seed)
   1.135 +    {
   1.136 +        static const SkScalar gInvBlockSizef = SkScalarInvert(SkIntToScalar(kBlockSize));
   1.137 +
   1.138 +        // According to the SVG spec, we must truncate (not round) the seed value.
   1.139 +        fSeed = SkScalarTruncToInt(seed);
   1.140 +        // The seed value clamp to the range [1, kRandMaximum - 1].
   1.141 +        if (fSeed <= 0) {
   1.142 +            fSeed = -(fSeed % (kRandMaximum - 1)) + 1;
   1.143 +        }
   1.144 +        if (fSeed > kRandMaximum - 1) {
   1.145 +            fSeed = kRandMaximum - 1;
   1.146 +        }
   1.147 +        for (int channel = 0; channel < 4; ++channel) {
   1.148 +            for (int i = 0; i < kBlockSize; ++i) {
   1.149 +                fLatticeSelector[i] = i;
   1.150 +                fNoise[channel][i][0] = (random() % (2 * kBlockSize));
   1.151 +                fNoise[channel][i][1] = (random() % (2 * kBlockSize));
   1.152 +            }
   1.153 +        }
   1.154 +        for (int i = kBlockSize - 1; i > 0; --i) {
   1.155 +            int k = fLatticeSelector[i];
   1.156 +            int j = random() % kBlockSize;
   1.157 +            SkASSERT(j >= 0);
   1.158 +            SkASSERT(j < kBlockSize);
   1.159 +            fLatticeSelector[i] = fLatticeSelector[j];
   1.160 +            fLatticeSelector[j] = k;
   1.161 +        }
   1.162 +
   1.163 +        // Perform the permutations now
   1.164 +        {
   1.165 +            // Copy noise data
   1.166 +            uint16_t noise[4][kBlockSize][2];
   1.167 +            for (int i = 0; i < kBlockSize; ++i) {
   1.168 +                for (int channel = 0; channel < 4; ++channel) {
   1.169 +                    for (int j = 0; j < 2; ++j) {
   1.170 +                        noise[channel][i][j] = fNoise[channel][i][j];
   1.171 +                    }
   1.172 +                }
   1.173 +            }
   1.174 +            // Do permutations on noise data
   1.175 +            for (int i = 0; i < kBlockSize; ++i) {
   1.176 +                for (int channel = 0; channel < 4; ++channel) {
   1.177 +                    for (int j = 0; j < 2; ++j) {
   1.178 +                        fNoise[channel][i][j] = noise[channel][fLatticeSelector[i]][j];
   1.179 +                    }
   1.180 +                }
   1.181 +            }
   1.182 +        }
   1.183 +
   1.184 +        // Half of the largest possible value for 16 bit unsigned int
   1.185 +        static const SkScalar gHalfMax16bits = 32767.5f;
   1.186 +
   1.187 +        // Compute gradients from permutated noise data
   1.188 +        for (int channel = 0; channel < 4; ++channel) {
   1.189 +            for (int i = 0; i < kBlockSize; ++i) {
   1.190 +                fGradient[channel][i] = SkPoint::Make(
   1.191 +                    SkScalarMul(SkIntToScalar(fNoise[channel][i][0] - kBlockSize),
   1.192 +                                gInvBlockSizef),
   1.193 +                    SkScalarMul(SkIntToScalar(fNoise[channel][i][1] - kBlockSize),
   1.194 +                                gInvBlockSizef));
   1.195 +                fGradient[channel][i].normalize();
   1.196 +                // Put the normalized gradient back into the noise data
   1.197 +                fNoise[channel][i][0] = SkScalarRoundToInt(SkScalarMul(
   1.198 +                    fGradient[channel][i].fX + SK_Scalar1, gHalfMax16bits));
   1.199 +                fNoise[channel][i][1] = SkScalarRoundToInt(SkScalarMul(
   1.200 +                    fGradient[channel][i].fY + SK_Scalar1, gHalfMax16bits));
   1.201 +            }
   1.202 +        }
   1.203 +    }
   1.204 +
   1.205 +    // Only called once. Could be part of the constructor.
   1.206 +    void stitch() {
   1.207 +        SkScalar tileWidth  = SkIntToScalar(fTileSize.width());
   1.208 +        SkScalar tileHeight = SkIntToScalar(fTileSize.height());
   1.209 +        SkASSERT(tileWidth > 0 && tileHeight > 0);
   1.210 +        // When stitching tiled turbulence, the frequencies must be adjusted
   1.211 +        // so that the tile borders will be continuous.
   1.212 +        if (fBaseFrequency.fX) {
   1.213 +            SkScalar lowFrequencx =
   1.214 +                SkScalarFloorToScalar(tileWidth * fBaseFrequency.fX) / tileWidth;
   1.215 +            SkScalar highFrequencx =
   1.216 +                SkScalarCeilToScalar(tileWidth * fBaseFrequency.fX) / tileWidth;
   1.217 +            // BaseFrequency should be non-negative according to the standard.
   1.218 +            if (SkScalarDiv(fBaseFrequency.fX, lowFrequencx) <
   1.219 +                SkScalarDiv(highFrequencx, fBaseFrequency.fX)) {
   1.220 +                fBaseFrequency.fX = lowFrequencx;
   1.221 +            } else {
   1.222 +                fBaseFrequency.fX = highFrequencx;
   1.223 +            }
   1.224 +        }
   1.225 +        if (fBaseFrequency.fY) {
   1.226 +            SkScalar lowFrequency =
   1.227 +                SkScalarFloorToScalar(tileHeight * fBaseFrequency.fY) / tileHeight;
   1.228 +            SkScalar highFrequency =
   1.229 +                SkScalarCeilToScalar(tileHeight * fBaseFrequency.fY) / tileHeight;
   1.230 +            if (SkScalarDiv(fBaseFrequency.fY, lowFrequency) <
   1.231 +                SkScalarDiv(highFrequency, fBaseFrequency.fY)) {
   1.232 +                fBaseFrequency.fY = lowFrequency;
   1.233 +            } else {
   1.234 +                fBaseFrequency.fY = highFrequency;
   1.235 +            }
   1.236 +        }
   1.237 +        // Set up TurbulenceInitial stitch values.
   1.238 +        fStitchDataInit.fWidth  =
   1.239 +            SkScalarRoundToInt(tileWidth * fBaseFrequency.fX);
   1.240 +        fStitchDataInit.fWrapX  = kPerlinNoise + fStitchDataInit.fWidth;
   1.241 +        fStitchDataInit.fHeight =
   1.242 +            SkScalarRoundToInt(tileHeight * fBaseFrequency.fY);
   1.243 +        fStitchDataInit.fWrapY  = kPerlinNoise + fStitchDataInit.fHeight;
   1.244 +    }
   1.245 +
   1.246 +public:
   1.247 +
   1.248 +#if SK_SUPPORT_GPU && !defined(SK_USE_SIMPLEX_NOISE)
   1.249 +    const SkBitmap& getPermutationsBitmap() const { return fPermutationsBitmap; }
   1.250 +
   1.251 +    const SkBitmap& getNoiseBitmap() const { return fNoiseBitmap; }
   1.252 +#endif
   1.253 +};
   1.254 +
   1.255 +SkShader* SkPerlinNoiseShader::CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
   1.256 +                                                  int numOctaves, SkScalar seed,
   1.257 +                                                  const SkISize* tileSize) {
   1.258 +    return SkNEW_ARGS(SkPerlinNoiseShader, (kFractalNoise_Type, baseFrequencyX, baseFrequencyY,
   1.259 +                                            numOctaves, seed, tileSize));
   1.260 +}
   1.261 +
   1.262 +SkShader* SkPerlinNoiseShader::CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
   1.263 +                                              int numOctaves, SkScalar seed,
   1.264 +                                              const SkISize* tileSize) {
   1.265 +    return SkNEW_ARGS(SkPerlinNoiseShader, (kTurbulence_Type, baseFrequencyX, baseFrequencyY,
   1.266 +                                            numOctaves, seed, tileSize));
   1.267 +}
   1.268 +
   1.269 +SkPerlinNoiseShader::SkPerlinNoiseShader(SkPerlinNoiseShader::Type type,
   1.270 +                                         SkScalar baseFrequencyX,
   1.271 +                                         SkScalar baseFrequencyY,
   1.272 +                                         int numOctaves,
   1.273 +                                         SkScalar seed,
   1.274 +                                         const SkISize* tileSize)
   1.275 +  : fType(type)
   1.276 +  , fBaseFrequencyX(baseFrequencyX)
   1.277 +  , fBaseFrequencyY(baseFrequencyY)
   1.278 +  , fNumOctaves(numOctaves > 255 ? 255 : numOctaves/*[0,255] octaves allowed*/)
   1.279 +  , fSeed(seed)
   1.280 +  , fTileSize(NULL == tileSize ? SkISize::Make(0, 0) : *tileSize)
   1.281 +  , fStitchTiles(!fTileSize.isEmpty())
   1.282 +{
   1.283 +    SkASSERT(numOctaves >= 0 && numOctaves < 256);
   1.284 +    fMatrix.reset();
   1.285 +    fPaintingData = SkNEW_ARGS(PaintingData, (fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY));
   1.286 +}
   1.287 +
   1.288 +SkPerlinNoiseShader::SkPerlinNoiseShader(SkReadBuffer& buffer)
   1.289 +    : INHERITED(buffer)
   1.290 +{
   1.291 +    fType           = (SkPerlinNoiseShader::Type) buffer.readInt();
   1.292 +    fBaseFrequencyX = buffer.readScalar();
   1.293 +    fBaseFrequencyY = buffer.readScalar();
   1.294 +    fNumOctaves     = buffer.readInt();
   1.295 +    fSeed           = buffer.readScalar();
   1.296 +    fStitchTiles    = buffer.readBool();
   1.297 +    fTileSize.fWidth  = buffer.readInt();
   1.298 +    fTileSize.fHeight = buffer.readInt();
   1.299 +    fMatrix.reset();
   1.300 +    fPaintingData = SkNEW_ARGS(PaintingData, (fTileSize, fSeed, fBaseFrequencyX, fBaseFrequencyY));
   1.301 +    buffer.validate(perlin_noise_type_is_valid(fType) &&
   1.302 +                    (fNumOctaves >= 0) && (fNumOctaves <= 255) &&
   1.303 +                    (fStitchTiles != fTileSize.isEmpty()));
   1.304 +}
   1.305 +
   1.306 +SkPerlinNoiseShader::~SkPerlinNoiseShader() {
   1.307 +    // Safety, should have been done in endContext()
   1.308 +    SkDELETE(fPaintingData);
   1.309 +}
   1.310 +
   1.311 +void SkPerlinNoiseShader::flatten(SkWriteBuffer& buffer) const {
   1.312 +    this->INHERITED::flatten(buffer);
   1.313 +    buffer.writeInt((int) fType);
   1.314 +    buffer.writeScalar(fBaseFrequencyX);
   1.315 +    buffer.writeScalar(fBaseFrequencyY);
   1.316 +    buffer.writeInt(fNumOctaves);
   1.317 +    buffer.writeScalar(fSeed);
   1.318 +    buffer.writeBool(fStitchTiles);
   1.319 +    buffer.writeInt(fTileSize.fWidth);
   1.320 +    buffer.writeInt(fTileSize.fHeight);
   1.321 +}
   1.322 +
   1.323 +SkScalar SkPerlinNoiseShader::noise2D(int channel, const PaintingData& paintingData,
   1.324 +                                      const StitchData& stitchData,
   1.325 +                                      const SkPoint& noiseVector) const {
   1.326 +    struct Noise {
   1.327 +        int noisePositionIntegerValue;
   1.328 +        SkScalar noisePositionFractionValue;
   1.329 +        Noise(SkScalar component)
   1.330 +        {
   1.331 +            SkScalar position = component + kPerlinNoise;
   1.332 +            noisePositionIntegerValue = SkScalarFloorToInt(position);
   1.333 +            noisePositionFractionValue = position - SkIntToScalar(noisePositionIntegerValue);
   1.334 +        }
   1.335 +    };
   1.336 +    Noise noiseX(noiseVector.x());
   1.337 +    Noise noiseY(noiseVector.y());
   1.338 +    SkScalar u, v;
   1.339 +    // If stitching, adjust lattice points accordingly.
   1.340 +    if (fStitchTiles) {
   1.341 +        noiseX.noisePositionIntegerValue =
   1.342 +            checkNoise(noiseX.noisePositionIntegerValue, stitchData.fWrapX, stitchData.fWidth);
   1.343 +        noiseY.noisePositionIntegerValue =
   1.344 +            checkNoise(noiseY.noisePositionIntegerValue, stitchData.fWrapY, stitchData.fHeight);
   1.345 +    }
   1.346 +    noiseX.noisePositionIntegerValue &= kBlockMask;
   1.347 +    noiseY.noisePositionIntegerValue &= kBlockMask;
   1.348 +    int latticeIndex =
   1.349 +        paintingData.fLatticeSelector[noiseX.noisePositionIntegerValue] +
   1.350 +        noiseY.noisePositionIntegerValue;
   1.351 +    int nextLatticeIndex =
   1.352 +        paintingData.fLatticeSelector[(noiseX.noisePositionIntegerValue + 1) & kBlockMask] +
   1.353 +        noiseY.noisePositionIntegerValue;
   1.354 +    SkScalar sx = smoothCurve(noiseX.noisePositionFractionValue);
   1.355 +    SkScalar sy = smoothCurve(noiseY.noisePositionFractionValue);
   1.356 +    // This is taken 1:1 from SVG spec: http://www.w3.org/TR/SVG11/filters.html#feTurbulenceElement
   1.357 +    SkPoint fractionValue = SkPoint::Make(noiseX.noisePositionFractionValue,
   1.358 +                                          noiseY.noisePositionFractionValue); // Offset (0,0)
   1.359 +    u = paintingData.fGradient[channel][latticeIndex & kBlockMask].dot(fractionValue);
   1.360 +    fractionValue.fX -= SK_Scalar1; // Offset (-1,0)
   1.361 +    v = paintingData.fGradient[channel][nextLatticeIndex & kBlockMask].dot(fractionValue);
   1.362 +    SkScalar a = SkScalarInterp(u, v, sx);
   1.363 +    fractionValue.fY -= SK_Scalar1; // Offset (-1,-1)
   1.364 +    v = paintingData.fGradient[channel][(nextLatticeIndex + 1) & kBlockMask].dot(fractionValue);
   1.365 +    fractionValue.fX = noiseX.noisePositionFractionValue; // Offset (0,-1)
   1.366 +    u = paintingData.fGradient[channel][(latticeIndex + 1) & kBlockMask].dot(fractionValue);
   1.367 +    SkScalar b = SkScalarInterp(u, v, sx);
   1.368 +    return SkScalarInterp(a, b, sy);
   1.369 +}
   1.370 +
   1.371 +SkScalar SkPerlinNoiseShader::calculateTurbulenceValueForPoint(int channel,
   1.372 +                                                               const PaintingData& paintingData,
   1.373 +                                                               StitchData& stitchData,
   1.374 +                                                               const SkPoint& point) const {
   1.375 +    if (fStitchTiles) {
   1.376 +        // Set up TurbulenceInitial stitch values.
   1.377 +        stitchData = paintingData.fStitchDataInit;
   1.378 +    }
   1.379 +    SkScalar turbulenceFunctionResult = 0;
   1.380 +    SkPoint noiseVector(SkPoint::Make(SkScalarMul(point.x(), paintingData.fBaseFrequency.fX),
   1.381 +                                      SkScalarMul(point.y(), paintingData.fBaseFrequency.fY)));
   1.382 +    SkScalar ratio = SK_Scalar1;
   1.383 +    for (int octave = 0; octave < fNumOctaves; ++octave) {
   1.384 +        SkScalar noise = noise2D(channel, paintingData, stitchData, noiseVector);
   1.385 +        turbulenceFunctionResult += SkScalarDiv(
   1.386 +            (fType == kFractalNoise_Type) ? noise : SkScalarAbs(noise), ratio);
   1.387 +        noiseVector.fX *= 2;
   1.388 +        noiseVector.fY *= 2;
   1.389 +        ratio *= 2;
   1.390 +        if (fStitchTiles) {
   1.391 +            // Update stitch values
   1.392 +            stitchData.fWidth  *= 2;
   1.393 +            stitchData.fWrapX   = stitchData.fWidth + kPerlinNoise;
   1.394 +            stitchData.fHeight *= 2;
   1.395 +            stitchData.fWrapY   = stitchData.fHeight + kPerlinNoise;
   1.396 +        }
   1.397 +    }
   1.398 +
   1.399 +    // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2
   1.400 +    // by fractalNoise and (turbulenceFunctionResult) by turbulence.
   1.401 +    if (fType == kFractalNoise_Type) {
   1.402 +        turbulenceFunctionResult =
   1.403 +            SkScalarMul(turbulenceFunctionResult, SK_ScalarHalf) + SK_ScalarHalf;
   1.404 +    }
   1.405 +
   1.406 +    if (channel == 3) { // Scale alpha by paint value
   1.407 +        turbulenceFunctionResult = SkScalarMul(turbulenceFunctionResult,
   1.408 +            SkScalarDiv(SkIntToScalar(getPaintAlpha()), SkIntToScalar(255)));
   1.409 +    }
   1.410 +
   1.411 +    // Clamp result
   1.412 +    return SkScalarPin(turbulenceFunctionResult, 0, SK_Scalar1);
   1.413 +}
   1.414 +
   1.415 +SkPMColor SkPerlinNoiseShader::shade(const SkPoint& point, StitchData& stitchData) const {
   1.416 +    SkMatrix matrix = fMatrix;
   1.417 +    matrix.postConcat(getLocalMatrix());
   1.418 +    SkMatrix invMatrix;
   1.419 +    if (!matrix.invert(&invMatrix)) {
   1.420 +        invMatrix.reset();
   1.421 +    } else {
   1.422 +        invMatrix.postConcat(invMatrix); // Square the matrix
   1.423 +    }
   1.424 +    // This (1,1) translation is due to WebKit's 1 based coordinates for the noise
   1.425 +    // (as opposed to 0 based, usually). The same adjustment is in the setData() function.
   1.426 +    matrix.postTranslate(SK_Scalar1, SK_Scalar1);
   1.427 +    SkPoint newPoint;
   1.428 +    matrix.mapPoints(&newPoint, &point, 1);
   1.429 +    invMatrix.mapPoints(&newPoint, &newPoint, 1);
   1.430 +    newPoint.fX = SkScalarRoundToScalar(newPoint.fX);
   1.431 +    newPoint.fY = SkScalarRoundToScalar(newPoint.fY);
   1.432 +
   1.433 +    U8CPU rgba[4];
   1.434 +    for (int channel = 3; channel >= 0; --channel) {
   1.435 +        rgba[channel] = SkScalarFloorToInt(255 *
   1.436 +            calculateTurbulenceValueForPoint(channel, *fPaintingData, stitchData, newPoint));
   1.437 +    }
   1.438 +    return SkPreMultiplyARGB(rgba[3], rgba[0], rgba[1], rgba[2]);
   1.439 +}
   1.440 +
   1.441 +bool SkPerlinNoiseShader::setContext(const SkBitmap& device, const SkPaint& paint,
   1.442 +                                     const SkMatrix& matrix) {
   1.443 +    fMatrix = matrix;
   1.444 +    return INHERITED::setContext(device, paint, matrix);
   1.445 +}
   1.446 +
   1.447 +void SkPerlinNoiseShader::shadeSpan(int x, int y, SkPMColor result[], int count) {
   1.448 +    SkPoint point = SkPoint::Make(SkIntToScalar(x), SkIntToScalar(y));
   1.449 +    StitchData stitchData;
   1.450 +    for (int i = 0; i < count; ++i) {
   1.451 +        result[i] = shade(point, stitchData);
   1.452 +        point.fX += SK_Scalar1;
   1.453 +    }
   1.454 +}
   1.455 +
   1.456 +void SkPerlinNoiseShader::shadeSpan16(int x, int y, uint16_t result[], int count) {
   1.457 +    SkPoint point = SkPoint::Make(SkIntToScalar(x), SkIntToScalar(y));
   1.458 +    StitchData stitchData;
   1.459 +    DITHER_565_SCAN(y);
   1.460 +    for (int i = 0; i < count; ++i) {
   1.461 +        unsigned dither = DITHER_VALUE(x);
   1.462 +        result[i] = SkDitherRGB32To565(shade(point, stitchData), dither);
   1.463 +        DITHER_INC_X(x);
   1.464 +        point.fX += SK_Scalar1;
   1.465 +    }
   1.466 +}
   1.467 +
   1.468 +/////////////////////////////////////////////////////////////////////
   1.469 +
   1.470 +#if SK_SUPPORT_GPU
   1.471 +
   1.472 +#include "GrTBackendEffectFactory.h"
   1.473 +
   1.474 +class GrGLNoise : public GrGLEffect {
   1.475 +public:
   1.476 +    GrGLNoise(const GrBackendEffectFactory& factory,
   1.477 +              const GrDrawEffect& drawEffect);
   1.478 +    virtual ~GrGLNoise() {}
   1.479 +
   1.480 +    static inline EffectKey GenKey(const GrDrawEffect&, const GrGLCaps&);
   1.481 +
   1.482 +    virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
   1.483 +
   1.484 +protected:
   1.485 +    SkPerlinNoiseShader::Type           fType;
   1.486 +    bool                                fStitchTiles;
   1.487 +    int                                 fNumOctaves;
   1.488 +    GrGLUniformManager::UniformHandle   fBaseFrequencyUni;
   1.489 +    GrGLUniformManager::UniformHandle   fAlphaUni;
   1.490 +    GrGLUniformManager::UniformHandle   fInvMatrixUni;
   1.491 +
   1.492 +private:
   1.493 +    typedef GrGLEffect INHERITED;
   1.494 +};
   1.495 +
   1.496 +class GrGLPerlinNoise : public GrGLNoise {
   1.497 +public:
   1.498 +    GrGLPerlinNoise(const GrBackendEffectFactory& factory,
   1.499 +                    const GrDrawEffect& drawEffect)
   1.500 +      : GrGLNoise(factory, drawEffect) {}
   1.501 +    virtual ~GrGLPerlinNoise() {}
   1.502 +
   1.503 +    virtual void emitCode(GrGLShaderBuilder*,
   1.504 +                          const GrDrawEffect&,
   1.505 +                          EffectKey,
   1.506 +                          const char* outputColor,
   1.507 +                          const char* inputColor,
   1.508 +                          const TransformedCoordsArray&,
   1.509 +                          const TextureSamplerArray&) SK_OVERRIDE;
   1.510 +
   1.511 +    virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
   1.512 +
   1.513 +private:
   1.514 +    GrGLUniformManager::UniformHandle fStitchDataUni;
   1.515 +
   1.516 +    typedef GrGLNoise INHERITED;
   1.517 +};
   1.518 +
   1.519 +class GrGLSimplexNoise : public GrGLNoise {
   1.520 +    // Note : This is for reference only. GrGLPerlinNoise is used for processing.
   1.521 +public:
   1.522 +    GrGLSimplexNoise(const GrBackendEffectFactory& factory,
   1.523 +                     const GrDrawEffect& drawEffect)
   1.524 +      : GrGLNoise(factory, drawEffect) {}
   1.525 +
   1.526 +    virtual ~GrGLSimplexNoise() {}
   1.527 +
   1.528 +    virtual void emitCode(GrGLShaderBuilder*,
   1.529 +                          const GrDrawEffect&,
   1.530 +                          EffectKey,
   1.531 +                          const char* outputColor,
   1.532 +                          const char* inputColor,
   1.533 +                          const TransformedCoordsArray&,
   1.534 +                          const TextureSamplerArray&) SK_OVERRIDE;
   1.535 +
   1.536 +    virtual void setData(const GrGLUniformManager&, const GrDrawEffect&) SK_OVERRIDE;
   1.537 +
   1.538 +private:
   1.539 +    GrGLUniformManager::UniformHandle fSeedUni;
   1.540 +
   1.541 +    typedef GrGLNoise INHERITED;
   1.542 +};
   1.543 +
   1.544 +/////////////////////////////////////////////////////////////////////
   1.545 +
   1.546 +class GrNoiseEffect : public GrEffect {
   1.547 +public:
   1.548 +    virtual ~GrNoiseEffect() { }
   1.549 +
   1.550 +    SkPerlinNoiseShader::Type type() const { return fType; }
   1.551 +    bool stitchTiles() const { return fStitchTiles; }
   1.552 +    const SkVector& baseFrequency() const { return fBaseFrequency; }
   1.553 +    int numOctaves() const { return fNumOctaves; }
   1.554 +    const SkMatrix& matrix() const { return fCoordTransform.getMatrix(); }
   1.555 +    uint8_t alpha() const { return fAlpha; }
   1.556 +
   1.557 +    void getConstantColorComponents(GrColor*, uint32_t* validFlags) const SK_OVERRIDE {
   1.558 +        *validFlags = 0; // This is noise. Nothing is constant.
   1.559 +    }
   1.560 +
   1.561 +protected:
   1.562 +    virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE {
   1.563 +        const GrNoiseEffect& s = CastEffect<GrNoiseEffect>(sBase);
   1.564 +        return fType == s.fType &&
   1.565 +               fBaseFrequency == s.fBaseFrequency &&
   1.566 +               fNumOctaves == s.fNumOctaves &&
   1.567 +               fStitchTiles == s.fStitchTiles &&
   1.568 +               fCoordTransform.getMatrix() == s.fCoordTransform.getMatrix() &&
   1.569 +               fAlpha == s.fAlpha;
   1.570 +    }
   1.571 +
   1.572 +    GrNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency, int numOctaves,
   1.573 +                  bool stitchTiles, const SkMatrix& matrix, uint8_t alpha)
   1.574 +      : fType(type)
   1.575 +      , fBaseFrequency(baseFrequency)
   1.576 +      , fNumOctaves(numOctaves)
   1.577 +      , fStitchTiles(stitchTiles)
   1.578 +      , fMatrix(matrix)
   1.579 +      , fAlpha(alpha) {
   1.580 +        // This (1,1) translation is due to WebKit's 1 based coordinates for the noise
   1.581 +        // (as opposed to 0 based, usually). The same adjustment is in the shadeSpan() functions.
   1.582 +        SkMatrix m = matrix;
   1.583 +        m.postTranslate(SK_Scalar1, SK_Scalar1);
   1.584 +        fCoordTransform.reset(kLocal_GrCoordSet, m);
   1.585 +        this->addCoordTransform(&fCoordTransform);
   1.586 +        this->setWillNotUseInputColor();
   1.587 +    }
   1.588 +
   1.589 +    SkPerlinNoiseShader::Type       fType;
   1.590 +    GrCoordTransform                fCoordTransform;
   1.591 +    SkVector                        fBaseFrequency;
   1.592 +    int                             fNumOctaves;
   1.593 +    bool                            fStitchTiles;
   1.594 +    SkMatrix                        fMatrix;
   1.595 +    uint8_t                         fAlpha;
   1.596 +
   1.597 +private:
   1.598 +    typedef GrEffect INHERITED;
   1.599 +};
   1.600 +
   1.601 +class GrPerlinNoiseEffect : public GrNoiseEffect {
   1.602 +public:
   1.603 +    static GrEffectRef* Create(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency,
   1.604 +                               int numOctaves, bool stitchTiles,
   1.605 +                               const SkPerlinNoiseShader::StitchData& stitchData,
   1.606 +                               GrTexture* permutationsTexture, GrTexture* noiseTexture,
   1.607 +                               const SkMatrix& matrix, uint8_t alpha) {
   1.608 +        AutoEffectUnref effect(SkNEW_ARGS(GrPerlinNoiseEffect, (type, baseFrequency, numOctaves,
   1.609 +            stitchTiles, stitchData, permutationsTexture, noiseTexture, matrix, alpha)));
   1.610 +        return CreateEffectRef(effect);
   1.611 +    }
   1.612 +
   1.613 +    virtual ~GrPerlinNoiseEffect() { }
   1.614 +
   1.615 +    static const char* Name() { return "PerlinNoise"; }
   1.616 +    virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE {
   1.617 +        return GrTBackendEffectFactory<GrPerlinNoiseEffect>::getInstance();
   1.618 +    }
   1.619 +    const SkPerlinNoiseShader::StitchData& stitchData() const { return fStitchData; }
   1.620 +
   1.621 +    typedef GrGLPerlinNoise GLEffect;
   1.622 +
   1.623 +private:
   1.624 +    virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE {
   1.625 +        const GrPerlinNoiseEffect& s = CastEffect<GrPerlinNoiseEffect>(sBase);
   1.626 +        return INHERITED::onIsEqual(sBase) &&
   1.627 +               fPermutationsAccess.getTexture() == s.fPermutationsAccess.getTexture() &&
   1.628 +               fNoiseAccess.getTexture() == s.fNoiseAccess.getTexture() &&
   1.629 +               fStitchData == s.fStitchData;
   1.630 +    }
   1.631 +
   1.632 +    GrPerlinNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency,
   1.633 +                        int numOctaves, bool stitchTiles,
   1.634 +                        const SkPerlinNoiseShader::StitchData& stitchData,
   1.635 +                        GrTexture* permutationsTexture, GrTexture* noiseTexture,
   1.636 +                        const SkMatrix& matrix, uint8_t alpha)
   1.637 +      : GrNoiseEffect(type, baseFrequency, numOctaves, stitchTiles, matrix, alpha)
   1.638 +      , fPermutationsAccess(permutationsTexture)
   1.639 +      , fNoiseAccess(noiseTexture)
   1.640 +      , fStitchData(stitchData) {
   1.641 +        this->addTextureAccess(&fPermutationsAccess);
   1.642 +        this->addTextureAccess(&fNoiseAccess);
   1.643 +    }
   1.644 +
   1.645 +    GR_DECLARE_EFFECT_TEST;
   1.646 +
   1.647 +    GrTextureAccess                 fPermutationsAccess;
   1.648 +    GrTextureAccess                 fNoiseAccess;
   1.649 +    SkPerlinNoiseShader::StitchData fStitchData;
   1.650 +
   1.651 +    typedef GrNoiseEffect INHERITED;
   1.652 +};
   1.653 +
   1.654 +class GrSimplexNoiseEffect : public GrNoiseEffect {
   1.655 +    // Note : This is for reference only. GrPerlinNoiseEffect is used for processing.
   1.656 +public:
   1.657 +    static GrEffectRef* Create(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency,
   1.658 +                               int numOctaves, bool stitchTiles, const SkScalar seed,
   1.659 +                               const SkMatrix& matrix, uint8_t alpha) {
   1.660 +        AutoEffectUnref effect(SkNEW_ARGS(GrSimplexNoiseEffect, (type, baseFrequency, numOctaves,
   1.661 +            stitchTiles, seed, matrix, alpha)));
   1.662 +        return CreateEffectRef(effect);
   1.663 +    }
   1.664 +
   1.665 +    virtual ~GrSimplexNoiseEffect() { }
   1.666 +
   1.667 +    static const char* Name() { return "SimplexNoise"; }
   1.668 +    virtual const GrBackendEffectFactory& getFactory() const SK_OVERRIDE {
   1.669 +        return GrTBackendEffectFactory<GrSimplexNoiseEffect>::getInstance();
   1.670 +    }
   1.671 +    const SkScalar& seed() const { return fSeed; }
   1.672 +
   1.673 +    typedef GrGLSimplexNoise GLEffect;
   1.674 +
   1.675 +private:
   1.676 +    virtual bool onIsEqual(const GrEffect& sBase) const SK_OVERRIDE {
   1.677 +        const GrSimplexNoiseEffect& s = CastEffect<GrSimplexNoiseEffect>(sBase);
   1.678 +        return INHERITED::onIsEqual(sBase) && fSeed == s.fSeed;
   1.679 +    }
   1.680 +
   1.681 +    GrSimplexNoiseEffect(SkPerlinNoiseShader::Type type, const SkVector& baseFrequency,
   1.682 +                         int numOctaves, bool stitchTiles, const SkScalar seed,
   1.683 +                         const SkMatrix& matrix, uint8_t alpha)
   1.684 +      : GrNoiseEffect(type, baseFrequency, numOctaves, stitchTiles, matrix, alpha)
   1.685 +      , fSeed(seed) {
   1.686 +    }
   1.687 +
   1.688 +    SkScalar fSeed;
   1.689 +
   1.690 +    typedef GrNoiseEffect INHERITED;
   1.691 +};
   1.692 +
   1.693 +/////////////////////////////////////////////////////////////////////
   1.694 +GR_DEFINE_EFFECT_TEST(GrPerlinNoiseEffect);
   1.695 +
   1.696 +GrEffectRef* GrPerlinNoiseEffect::TestCreate(SkRandom* random,
   1.697 +                                             GrContext* context,
   1.698 +                                             const GrDrawTargetCaps&,
   1.699 +                                             GrTexture**) {
   1.700 +    int      numOctaves = random->nextRangeU(2, 10);
   1.701 +    bool     stitchTiles = random->nextBool();
   1.702 +    SkScalar seed = SkIntToScalar(random->nextU());
   1.703 +    SkISize  tileSize = SkISize::Make(random->nextRangeU(4, 4096), random->nextRangeU(4, 4096));
   1.704 +    SkScalar baseFrequencyX = random->nextRangeScalar(0.01f,
   1.705 +                                                      0.99f);
   1.706 +    SkScalar baseFrequencyY = random->nextRangeScalar(0.01f,
   1.707 +                                                      0.99f);
   1.708 +
   1.709 +    SkShader* shader = random->nextBool() ?
   1.710 +        SkPerlinNoiseShader::CreateFractalNoise(baseFrequencyX, baseFrequencyY, numOctaves, seed,
   1.711 +                                                stitchTiles ? &tileSize : NULL) :
   1.712 +        SkPerlinNoiseShader::CreateTubulence(baseFrequencyX, baseFrequencyY, numOctaves, seed,
   1.713 +                                             stitchTiles ? &tileSize : NULL);
   1.714 +
   1.715 +    SkPaint paint;
   1.716 +    GrEffectRef* effect = shader->asNewEffect(context, paint);
   1.717 +
   1.718 +    SkDELETE(shader);
   1.719 +
   1.720 +    return effect;
   1.721 +}
   1.722 +
   1.723 +/////////////////////////////////////////////////////////////////////
   1.724 +
   1.725 +void GrGLSimplexNoise::emitCode(GrGLShaderBuilder* builder,
   1.726 +                                const GrDrawEffect&,
   1.727 +                                EffectKey key,
   1.728 +                                const char* outputColor,
   1.729 +                                const char* inputColor,
   1.730 +                                const TransformedCoordsArray& coords,
   1.731 +                                const TextureSamplerArray&) {
   1.732 +    sk_ignore_unused_variable(inputColor);
   1.733 +
   1.734 +    SkString vCoords = builder->ensureFSCoords2D(coords, 0);
   1.735 +
   1.736 +    fSeedUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
   1.737 +                                   kFloat_GrSLType, "seed");
   1.738 +    const char* seedUni = builder->getUniformCStr(fSeedUni);
   1.739 +    fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
   1.740 +                                        kMat33f_GrSLType, "invMatrix");
   1.741 +    const char* invMatrixUni = builder->getUniformCStr(fInvMatrixUni);
   1.742 +    fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
   1.743 +                                            kVec2f_GrSLType, "baseFrequency");
   1.744 +    const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni);
   1.745 +    fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
   1.746 +                                    kFloat_GrSLType, "alpha");
   1.747 +    const char* alphaUni = builder->getUniformCStr(fAlphaUni);
   1.748 +
   1.749 +    // Add vec3 modulo 289 function
   1.750 +    static const GrGLShaderVar gVec3Args[] =  {
   1.751 +        GrGLShaderVar("x", kVec3f_GrSLType)
   1.752 +    };
   1.753 +
   1.754 +    SkString mod289_3_funcName;
   1.755 +    builder->fsEmitFunction(kVec3f_GrSLType,
   1.756 +                            "mod289", SK_ARRAY_COUNT(gVec3Args), gVec3Args,
   1.757 +                            "const vec2 C = vec2(1.0 / 289.0, 289.0);\n"
   1.758 +                            "return x - floor(x * C.xxx) * C.yyy;", &mod289_3_funcName);
   1.759 +
   1.760 +    // Add vec4 modulo 289 function
   1.761 +    static const GrGLShaderVar gVec4Args[] =  {
   1.762 +        GrGLShaderVar("x", kVec4f_GrSLType)
   1.763 +    };
   1.764 +
   1.765 +    SkString mod289_4_funcName;
   1.766 +    builder->fsEmitFunction(kVec4f_GrSLType,
   1.767 +                            "mod289", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
   1.768 +                            "const vec2 C = vec2(1.0 / 289.0, 289.0);\n"
   1.769 +                            "return x - floor(x * C.xxxx) * C.yyyy;", &mod289_4_funcName);
   1.770 +
   1.771 +    // Add vec4 permute function
   1.772 +    SkString permuteCode;
   1.773 +    permuteCode.appendf("const vec2 C = vec2(34.0, 1.0);\n"
   1.774 +                        "return %s(((x * C.xxxx) + C.yyyy) * x);", mod289_4_funcName.c_str());
   1.775 +    SkString permuteFuncName;
   1.776 +    builder->fsEmitFunction(kVec4f_GrSLType,
   1.777 +                            "permute", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
   1.778 +                            permuteCode.c_str(), &permuteFuncName);
   1.779 +
   1.780 +    // Add vec4 taylorInvSqrt function
   1.781 +    SkString taylorInvSqrtFuncName;
   1.782 +    builder->fsEmitFunction(kVec4f_GrSLType,
   1.783 +                            "taylorInvSqrt", SK_ARRAY_COUNT(gVec4Args), gVec4Args,
   1.784 +                            "const vec2 C = vec2(-0.85373472095314, 1.79284291400159);\n"
   1.785 +                            "return x * C.xxxx + C.yyyy;", &taylorInvSqrtFuncName);
   1.786 +
   1.787 +    // Add vec3 noise function
   1.788 +    static const GrGLShaderVar gNoiseVec3Args[] =  {
   1.789 +        GrGLShaderVar("v", kVec3f_GrSLType)
   1.790 +    };
   1.791 +
   1.792 +    SkString noiseCode;
   1.793 +    noiseCode.append(
   1.794 +        "const vec2 C = vec2(1.0/6.0, 1.0/3.0);\n"
   1.795 +        "const vec4 D = vec4(0.0, 0.5, 1.0, 2.0);\n"
   1.796 +
   1.797 +        // First corner
   1.798 +        "vec3 i = floor(v + dot(v, C.yyy));\n"
   1.799 +        "vec3 x0 = v - i + dot(i, C.xxx);\n"
   1.800 +
   1.801 +        // Other corners
   1.802 +        "vec3 g = step(x0.yzx, x0.xyz);\n"
   1.803 +        "vec3 l = 1.0 - g;\n"
   1.804 +        "vec3 i1 = min(g.xyz, l.zxy);\n"
   1.805 +        "vec3 i2 = max(g.xyz, l.zxy);\n"
   1.806 +
   1.807 +        "vec3 x1 = x0 - i1 + C.xxx;\n"
   1.808 +        "vec3 x2 = x0 - i2 + C.yyy;\n" // 2.0*C.x = 1/3 = C.y
   1.809 +        "vec3 x3 = x0 - D.yyy;\n" // -1.0+3.0*C.x = -0.5 = -D.y
   1.810 +    );
   1.811 +
   1.812 +    noiseCode.appendf(
   1.813 +        // Permutations
   1.814 +        "i = %s(i);\n"
   1.815 +        "vec4 p = %s(%s(%s(\n"
   1.816 +        "         i.z + vec4(0.0, i1.z, i2.z, 1.0)) +\n"
   1.817 +        "         i.y + vec4(0.0, i1.y, i2.y, 1.0)) +\n"
   1.818 +        "         i.x + vec4(0.0, i1.x, i2.x, 1.0));\n",
   1.819 +        mod289_3_funcName.c_str(), permuteFuncName.c_str(), permuteFuncName.c_str(),
   1.820 +        permuteFuncName.c_str());
   1.821 +
   1.822 +    noiseCode.append(
   1.823 +        // Gradients: 7x7 points over a square, mapped onto an octahedron.
   1.824 +        // The ring size 17*17 = 289 is close to a multiple of 49 (49*6 = 294)
   1.825 +        "float n_ = 0.142857142857;\n" // 1.0/7.0
   1.826 +        "vec3  ns = n_ * D.wyz - D.xzx;\n"
   1.827 +
   1.828 +        "vec4 j = p - 49.0 * floor(p * ns.z * ns.z);\n" // mod(p,7*7)
   1.829 +
   1.830 +        "vec4 x_ = floor(j * ns.z);\n"
   1.831 +        "vec4 y_ = floor(j - 7.0 * x_);" // mod(j,N)
   1.832 +
   1.833 +        "vec4 x = x_ *ns.x + ns.yyyy;\n"
   1.834 +        "vec4 y = y_ *ns.x + ns.yyyy;\n"
   1.835 +        "vec4 h = 1.0 - abs(x) - abs(y);\n"
   1.836 +
   1.837 +        "vec4 b0 = vec4(x.xy, y.xy);\n"
   1.838 +        "vec4 b1 = vec4(x.zw, y.zw);\n"
   1.839 +    );
   1.840 +
   1.841 +    noiseCode.append(
   1.842 +        "vec4 s0 = floor(b0) * 2.0 + 1.0;\n"
   1.843 +        "vec4 s1 = floor(b1) * 2.0 + 1.0;\n"
   1.844 +        "vec4 sh = -step(h, vec4(0.0));\n"
   1.845 +
   1.846 +        "vec4 a0 = b0.xzyw + s0.xzyw * sh.xxyy;\n"
   1.847 +        "vec4 a1 = b1.xzyw + s1.xzyw * sh.zzww;\n"
   1.848 +
   1.849 +        "vec3 p0 = vec3(a0.xy, h.x);\n"
   1.850 +        "vec3 p1 = vec3(a0.zw, h.y);\n"
   1.851 +        "vec3 p2 = vec3(a1.xy, h.z);\n"
   1.852 +        "vec3 p3 = vec3(a1.zw, h.w);\n"
   1.853 +    );
   1.854 +
   1.855 +    noiseCode.appendf(
   1.856 +        // Normalise gradients
   1.857 +        "vec4 norm = %s(vec4(dot(p0,p0), dot(p1,p1), dot(p2, p2), dot(p3,p3)));\n"
   1.858 +        "p0 *= norm.x;\n"
   1.859 +        "p1 *= norm.y;\n"
   1.860 +        "p2 *= norm.z;\n"
   1.861 +        "p3 *= norm.w;\n"
   1.862 +
   1.863 +        // Mix final noise value
   1.864 +        "vec4 m = max(0.6 - vec4(dot(x0,x0), dot(x1,x1), dot(x2,x2), dot(x3,x3)), 0.0);\n"
   1.865 +        "m = m * m;\n"
   1.866 +        "return 42.0 * dot(m*m, vec4(dot(p0,x0), dot(p1,x1), dot(p2,x2), dot(p3,x3)));",
   1.867 +        taylorInvSqrtFuncName.c_str());
   1.868 +
   1.869 +    SkString noiseFuncName;
   1.870 +    builder->fsEmitFunction(kFloat_GrSLType,
   1.871 +                            "snoise", SK_ARRAY_COUNT(gNoiseVec3Args), gNoiseVec3Args,
   1.872 +                            noiseCode.c_str(), &noiseFuncName);
   1.873 +
   1.874 +    const char* noiseVecIni = "noiseVecIni";
   1.875 +    const char* factors     = "factors";
   1.876 +    const char* sum         = "sum";
   1.877 +    const char* xOffsets    = "xOffsets";
   1.878 +    const char* yOffsets    = "yOffsets";
   1.879 +    const char* channel     = "channel";
   1.880 +
   1.881 +    // Fill with some prime numbers
   1.882 +    builder->fsCodeAppendf("\t\tconst vec4 %s = vec4(13.0, 53.0, 101.0, 151.0);\n", xOffsets);
   1.883 +    builder->fsCodeAppendf("\t\tconst vec4 %s = vec4(109.0, 167.0, 23.0, 67.0);\n", yOffsets);
   1.884 +
   1.885 +    // There are rounding errors if the floor operation is not performed here
   1.886 +    builder->fsCodeAppendf(
   1.887 +        "\t\tvec3 %s = vec3(floor((%s*vec3(%s, 1.0)).xy) * vec2(0.66) * %s, 0.0);\n",
   1.888 +        noiseVecIni, invMatrixUni, vCoords.c_str(), baseFrequencyUni);
   1.889 +
   1.890 +    // Perturb the texcoords with three components of noise
   1.891 +    builder->fsCodeAppendf("\t\t%s += 0.1 * vec3(%s(%s + vec3(  0.0,   0.0, %s)),"
   1.892 +                                                "%s(%s + vec3( 43.0,  17.0, %s)),"
   1.893 +                                                "%s(%s + vec3(-17.0, -43.0, %s)));\n",
   1.894 +                           noiseVecIni, noiseFuncName.c_str(), noiseVecIni, seedUni,
   1.895 +                                        noiseFuncName.c_str(), noiseVecIni, seedUni,
   1.896 +                                        noiseFuncName.c_str(), noiseVecIni, seedUni);
   1.897 +
   1.898 +    builder->fsCodeAppendf("\t\t%s = vec4(0.0);\n", outputColor);
   1.899 +
   1.900 +    builder->fsCodeAppendf("\t\tvec3 %s = vec3(1.0);\n", factors);
   1.901 +    builder->fsCodeAppendf("\t\tfloat %s = 0.0;\n", sum);
   1.902 +
   1.903 +    // Loop over all octaves
   1.904 +    builder->fsCodeAppendf("\t\tfor (int octave = 0; octave < %d; ++octave) {\n", fNumOctaves);
   1.905 +
   1.906 +    // Loop over the 4 channels
   1.907 +    builder->fsCodeAppendf("\t\t\tfor (int %s = 3; %s >= 0; --%s) {\n", channel, channel, channel);
   1.908 +
   1.909 +    builder->fsCodeAppendf(
   1.910 +        "\t\t\t\t%s[channel] += %s.x * %s(%s * %s.yyy - vec3(%s[%s], %s[%s], %s * %s.z));\n",
   1.911 +        outputColor, factors, noiseFuncName.c_str(), noiseVecIni, factors, xOffsets, channel,
   1.912 +        yOffsets, channel, seedUni, factors);
   1.913 +
   1.914 +    builder->fsCodeAppend("\t\t\t}\n"); // end of the for loop on channels
   1.915 +
   1.916 +    builder->fsCodeAppendf("\t\t\t%s += %s.x;\n", sum, factors);
   1.917 +    builder->fsCodeAppendf("\t\t\t%s *= vec3(0.5, 2.0, 0.75);\n", factors);
   1.918 +
   1.919 +    builder->fsCodeAppend("\t\t}\n"); // end of the for loop on octaves
   1.920 +
   1.921 +    if (fType == SkPerlinNoiseShader::kFractalNoise_Type) {
   1.922 +        // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2
   1.923 +        // by fractalNoise and (turbulenceFunctionResult) by turbulence.
   1.924 +        builder->fsCodeAppendf("\t\t%s = %s * vec4(0.5 / %s) + vec4(0.5);\n",
   1.925 +                               outputColor, outputColor, sum);
   1.926 +    } else {
   1.927 +        builder->fsCodeAppendf("\t\t%s = abs(%s / vec4(%s));\n",
   1.928 +                               outputColor, outputColor, sum);
   1.929 +    }
   1.930 +
   1.931 +    builder->fsCodeAppendf("\t\t%s.a *= %s;\n", outputColor, alphaUni);
   1.932 +
   1.933 +    // Clamp values
   1.934 +    builder->fsCodeAppendf("\t\t%s = clamp(%s, 0.0, 1.0);\n", outputColor, outputColor);
   1.935 +
   1.936 +    // Pre-multiply the result
   1.937 +    builder->fsCodeAppendf("\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n",
   1.938 +                           outputColor, outputColor, outputColor, outputColor);
   1.939 +}
   1.940 +
   1.941 +void GrGLPerlinNoise::emitCode(GrGLShaderBuilder* builder,
   1.942 +                               const GrDrawEffect&,
   1.943 +                               EffectKey key,
   1.944 +                               const char* outputColor,
   1.945 +                               const char* inputColor,
   1.946 +                               const TransformedCoordsArray& coords,
   1.947 +                               const TextureSamplerArray& samplers) {
   1.948 +    sk_ignore_unused_variable(inputColor);
   1.949 +
   1.950 +    SkString vCoords = builder->ensureFSCoords2D(coords, 0);
   1.951 +
   1.952 +    fInvMatrixUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
   1.953 +                                        kMat33f_GrSLType, "invMatrix");
   1.954 +    const char* invMatrixUni = builder->getUniformCStr(fInvMatrixUni);
   1.955 +    fBaseFrequencyUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
   1.956 +                                            kVec2f_GrSLType, "baseFrequency");
   1.957 +    const char* baseFrequencyUni = builder->getUniformCStr(fBaseFrequencyUni);
   1.958 +    fAlphaUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
   1.959 +                                    kFloat_GrSLType, "alpha");
   1.960 +    const char* alphaUni = builder->getUniformCStr(fAlphaUni);
   1.961 +
   1.962 +    const char* stitchDataUni = NULL;
   1.963 +    if (fStitchTiles) {
   1.964 +        fStitchDataUni = builder->addUniform(GrGLShaderBuilder::kFragment_Visibility,
   1.965 +                                             kVec2f_GrSLType, "stitchData");
   1.966 +        stitchDataUni = builder->getUniformCStr(fStitchDataUni);
   1.967 +    }
   1.968 +
   1.969 +    // There are 4 lines, so the center of each line is 1/8, 3/8, 5/8 and 7/8
   1.970 +    const char* chanCoordR  = "0.125";
   1.971 +    const char* chanCoordG  = "0.375";
   1.972 +    const char* chanCoordB  = "0.625";
   1.973 +    const char* chanCoordA  = "0.875";
   1.974 +    const char* chanCoord   = "chanCoord";
   1.975 +    const char* stitchData  = "stitchData";
   1.976 +    const char* ratio       = "ratio";
   1.977 +    const char* noiseXY     = "noiseXY";
   1.978 +    const char* noiseVec    = "noiseVec";
   1.979 +    const char* noiseSmooth = "noiseSmooth";
   1.980 +    const char* fractVal    = "fractVal";
   1.981 +    const char* uv          = "uv";
   1.982 +    const char* ab          = "ab";
   1.983 +    const char* latticeIdx  = "latticeIdx";
   1.984 +    const char* lattice     = "lattice";
   1.985 +    const char* inc8bit     = "0.00390625";  // 1.0 / 256.0
   1.986 +    // This is the math to convert the two 16bit integer packed into rgba 8 bit input into a
   1.987 +    // [-1,1] vector and perform a dot product between that vector and the provided vector.
   1.988 +    const char* dotLattice  = "dot(((%s.ga + %s.rb * vec2(%s)) * vec2(2.0) - vec2(1.0)), %s);";
   1.989 +
   1.990 +    // Add noise function
   1.991 +    static const GrGLShaderVar gPerlinNoiseArgs[] =  {
   1.992 +        GrGLShaderVar(chanCoord, kFloat_GrSLType),
   1.993 +        GrGLShaderVar(noiseVec, kVec2f_GrSLType)
   1.994 +    };
   1.995 +
   1.996 +    static const GrGLShaderVar gPerlinNoiseStitchArgs[] =  {
   1.997 +        GrGLShaderVar(chanCoord, kFloat_GrSLType),
   1.998 +        GrGLShaderVar(noiseVec, kVec2f_GrSLType),
   1.999 +        GrGLShaderVar(stitchData, kVec2f_GrSLType)
  1.1000 +    };
  1.1001 +
  1.1002 +    SkString noiseCode;
  1.1003 +
  1.1004 +    noiseCode.appendf("\tvec4 %s = vec4(floor(%s), fract(%s));", noiseXY, noiseVec, noiseVec);
  1.1005 +
  1.1006 +    // smooth curve : t * t * (3 - 2 * t)
  1.1007 +    noiseCode.appendf("\n\tvec2 %s = %s.zw * %s.zw * (vec2(3.0) - vec2(2.0) * %s.zw);",
  1.1008 +        noiseSmooth, noiseXY, noiseXY, noiseXY);
  1.1009 +
  1.1010 +    // Adjust frequencies if we're stitching tiles
  1.1011 +    if (fStitchTiles) {
  1.1012 +        noiseCode.appendf("\n\tif(%s.x >= %s.x) { %s.x -= %s.x; }",
  1.1013 +            noiseXY, stitchData, noiseXY, stitchData);
  1.1014 +        noiseCode.appendf("\n\tif(%s.x >= (%s.x - 1.0)) { %s.x -= (%s.x - 1.0); }",
  1.1015 +            noiseXY, stitchData, noiseXY, stitchData);
  1.1016 +        noiseCode.appendf("\n\tif(%s.y >= %s.y) { %s.y -= %s.y; }",
  1.1017 +            noiseXY, stitchData, noiseXY, stitchData);
  1.1018 +        noiseCode.appendf("\n\tif(%s.y >= (%s.y - 1.0)) { %s.y -= (%s.y - 1.0); }",
  1.1019 +            noiseXY, stitchData, noiseXY, stitchData);
  1.1020 +    }
  1.1021 +
  1.1022 +    // Get texture coordinates and normalize
  1.1023 +    noiseCode.appendf("\n\t%s.xy = fract(floor(mod(%s.xy, 256.0)) / vec2(256.0));\n",
  1.1024 +        noiseXY, noiseXY);
  1.1025 +
  1.1026 +    // Get permutation for x
  1.1027 +    {
  1.1028 +        SkString xCoords("");
  1.1029 +        xCoords.appendf("vec2(%s.x, 0.5)", noiseXY);
  1.1030 +
  1.1031 +        noiseCode.appendf("\n\tvec2 %s;\n\t%s.x = ", latticeIdx, latticeIdx);
  1.1032 +        builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType);
  1.1033 +        noiseCode.append(".r;");
  1.1034 +    }
  1.1035 +
  1.1036 +    // Get permutation for x + 1
  1.1037 +    {
  1.1038 +        SkString xCoords("");
  1.1039 +        xCoords.appendf("vec2(fract(%s.x + %s), 0.5)", noiseXY, inc8bit);
  1.1040 +
  1.1041 +        noiseCode.appendf("\n\t%s.y = ", latticeIdx);
  1.1042 +        builder->appendTextureLookup(&noiseCode, samplers[0], xCoords.c_str(), kVec2f_GrSLType);
  1.1043 +        noiseCode.append(".r;");
  1.1044 +    }
  1.1045 +
  1.1046 +#if defined(SK_BUILD_FOR_ANDROID)
  1.1047 +    // Android rounding for Tegra devices, like, for example: Xoom (Tegra 2), Nexus 7 (Tegra 3).
  1.1048 +    // The issue is that colors aren't accurate enough on Tegra devices. For example, if an 8 bit
  1.1049 +    // value of 124 (or 0.486275 here) is entered, we can get a texture value of 123.513725
  1.1050 +    // (or 0.484368 here). The following rounding operation prevents these precision issues from
  1.1051 +    // affecting the result of the noise by making sure that we only have multiples of 1/255.
  1.1052 +    // (Note that 1/255 is about 0.003921569, which is the value used here).
  1.1053 +    noiseCode.appendf("\n\t%s = floor(%s * vec2(255.0) + vec2(0.5)) * vec2(0.003921569);",
  1.1054 +                      latticeIdx, latticeIdx);
  1.1055 +#endif
  1.1056 +
  1.1057 +    // Get (x,y) coordinates with the permutated x
  1.1058 +    noiseCode.appendf("\n\t%s = fract(%s + %s.yy);", latticeIdx, latticeIdx, noiseXY);
  1.1059 +
  1.1060 +    noiseCode.appendf("\n\tvec2 %s = %s.zw;", fractVal, noiseXY);
  1.1061 +
  1.1062 +    noiseCode.appendf("\n\n\tvec2 %s;", uv);
  1.1063 +    // Compute u, at offset (0,0)
  1.1064 +    {
  1.1065 +        SkString latticeCoords("");
  1.1066 +        latticeCoords.appendf("vec2(%s.x, %s)", latticeIdx, chanCoord);
  1.1067 +        noiseCode.appendf("\n\tvec4 %s = ", lattice);
  1.1068 +        builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
  1.1069 +            kVec2f_GrSLType);
  1.1070 +        noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
  1.1071 +        noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
  1.1072 +    }
  1.1073 +
  1.1074 +    noiseCode.appendf("\n\t%s.x -= 1.0;", fractVal);
  1.1075 +    // Compute v, at offset (-1,0)
  1.1076 +    {
  1.1077 +        SkString latticeCoords("");
  1.1078 +        latticeCoords.appendf("vec2(%s.y, %s)", latticeIdx, chanCoord);
  1.1079 +        noiseCode.append("\n\tlattice = ");
  1.1080 +        builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
  1.1081 +            kVec2f_GrSLType);
  1.1082 +        noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
  1.1083 +        noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
  1.1084 +    }
  1.1085 +
  1.1086 +    // Compute 'a' as a linear interpolation of 'u' and 'v'
  1.1087 +    noiseCode.appendf("\n\tvec2 %s;", ab);
  1.1088 +    noiseCode.appendf("\n\t%s.x = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);
  1.1089 +
  1.1090 +    noiseCode.appendf("\n\t%s.y -= 1.0;", fractVal);
  1.1091 +    // Compute v, at offset (-1,-1)
  1.1092 +    {
  1.1093 +        SkString latticeCoords("");
  1.1094 +        latticeCoords.appendf("vec2(fract(%s.y + %s), %s)", latticeIdx, inc8bit, chanCoord);
  1.1095 +        noiseCode.append("\n\tlattice = ");
  1.1096 +        builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
  1.1097 +            kVec2f_GrSLType);
  1.1098 +        noiseCode.appendf(".bgra;\n\t%s.y = ", uv);
  1.1099 +        noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
  1.1100 +    }
  1.1101 +
  1.1102 +    noiseCode.appendf("\n\t%s.x += 1.0;", fractVal);
  1.1103 +    // Compute u, at offset (0,-1)
  1.1104 +    {
  1.1105 +        SkString latticeCoords("");
  1.1106 +        latticeCoords.appendf("vec2(fract(%s.x + %s), %s)", latticeIdx, inc8bit, chanCoord);
  1.1107 +        noiseCode.append("\n\tlattice = ");
  1.1108 +        builder->appendTextureLookup(&noiseCode, samplers[1], latticeCoords.c_str(),
  1.1109 +            kVec2f_GrSLType);
  1.1110 +        noiseCode.appendf(".bgra;\n\t%s.x = ", uv);
  1.1111 +        noiseCode.appendf(dotLattice, lattice, lattice, inc8bit, fractVal);
  1.1112 +    }
  1.1113 +
  1.1114 +    // Compute 'b' as a linear interpolation of 'u' and 'v'
  1.1115 +    noiseCode.appendf("\n\t%s.y = mix(%s.x, %s.y, %s.x);", ab, uv, uv, noiseSmooth);
  1.1116 +    // Compute the noise as a linear interpolation of 'a' and 'b'
  1.1117 +    noiseCode.appendf("\n\treturn mix(%s.x, %s.y, %s.y);\n", ab, ab, noiseSmooth);
  1.1118 +
  1.1119 +    SkString noiseFuncName;
  1.1120 +    if (fStitchTiles) {
  1.1121 +        builder->fsEmitFunction(kFloat_GrSLType,
  1.1122 +                                "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseStitchArgs),
  1.1123 +                                gPerlinNoiseStitchArgs, noiseCode.c_str(), &noiseFuncName);
  1.1124 +    } else {
  1.1125 +        builder->fsEmitFunction(kFloat_GrSLType,
  1.1126 +                                "perlinnoise", SK_ARRAY_COUNT(gPerlinNoiseArgs),
  1.1127 +                                gPerlinNoiseArgs, noiseCode.c_str(), &noiseFuncName);
  1.1128 +    }
  1.1129 +
  1.1130 +    // There are rounding errors if the floor operation is not performed here
  1.1131 +    builder->fsCodeAppendf("\n\t\tvec2 %s = floor((%s * vec3(%s, 1.0)).xy) * %s;",
  1.1132 +                           noiseVec, invMatrixUni, vCoords.c_str(), baseFrequencyUni);
  1.1133 +
  1.1134 +    // Clear the color accumulator
  1.1135 +    builder->fsCodeAppendf("\n\t\t%s = vec4(0.0);", outputColor);
  1.1136 +
  1.1137 +    if (fStitchTiles) {
  1.1138 +        // Set up TurbulenceInitial stitch values.
  1.1139 +        builder->fsCodeAppendf("\n\t\tvec2 %s = %s;", stitchData, stitchDataUni);
  1.1140 +    }
  1.1141 +
  1.1142 +    builder->fsCodeAppendf("\n\t\tfloat %s = 1.0;", ratio);
  1.1143 +
  1.1144 +    // Loop over all octaves
  1.1145 +    builder->fsCodeAppendf("\n\t\tfor (int octave = 0; octave < %d; ++octave) {", fNumOctaves);
  1.1146 +
  1.1147 +    builder->fsCodeAppendf("\n\t\t\t%s += ", outputColor);
  1.1148 +    if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
  1.1149 +        builder->fsCodeAppend("abs(");
  1.1150 +    }
  1.1151 +    if (fStitchTiles) {
  1.1152 +        builder->fsCodeAppendf(
  1.1153 +            "vec4(\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s),"
  1.1154 +                 "\n\t\t\t\t%s(%s, %s, %s),\n\t\t\t\t%s(%s, %s, %s))",
  1.1155 +            noiseFuncName.c_str(), chanCoordR, noiseVec, stitchData,
  1.1156 +            noiseFuncName.c_str(), chanCoordG, noiseVec, stitchData,
  1.1157 +            noiseFuncName.c_str(), chanCoordB, noiseVec, stitchData,
  1.1158 +            noiseFuncName.c_str(), chanCoordA, noiseVec, stitchData);
  1.1159 +    } else {
  1.1160 +        builder->fsCodeAppendf(
  1.1161 +            "vec4(\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s),"
  1.1162 +                 "\n\t\t\t\t%s(%s, %s),\n\t\t\t\t%s(%s, %s))",
  1.1163 +            noiseFuncName.c_str(), chanCoordR, noiseVec,
  1.1164 +            noiseFuncName.c_str(), chanCoordG, noiseVec,
  1.1165 +            noiseFuncName.c_str(), chanCoordB, noiseVec,
  1.1166 +            noiseFuncName.c_str(), chanCoordA, noiseVec);
  1.1167 +    }
  1.1168 +    if (fType != SkPerlinNoiseShader::kFractalNoise_Type) {
  1.1169 +        builder->fsCodeAppendf(")"); // end of "abs("
  1.1170 +    }
  1.1171 +    builder->fsCodeAppendf(" * %s;", ratio);
  1.1172 +
  1.1173 +    builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", noiseVec);
  1.1174 +    builder->fsCodeAppendf("\n\t\t\t%s *= 0.5;", ratio);
  1.1175 +
  1.1176 +    if (fStitchTiles) {
  1.1177 +        builder->fsCodeAppendf("\n\t\t\t%s *= vec2(2.0);", stitchData);
  1.1178 +    }
  1.1179 +    builder->fsCodeAppend("\n\t\t}"); // end of the for loop on octaves
  1.1180 +
  1.1181 +    if (fType == SkPerlinNoiseShader::kFractalNoise_Type) {
  1.1182 +        // The value of turbulenceFunctionResult comes from ((turbulenceFunctionResult) + 1) / 2
  1.1183 +        // by fractalNoise and (turbulenceFunctionResult) by turbulence.
  1.1184 +        builder->fsCodeAppendf("\n\t\t%s = %s * vec4(0.5) + vec4(0.5);", outputColor, outputColor);
  1.1185 +    }
  1.1186 +
  1.1187 +    builder->fsCodeAppendf("\n\t\t%s.a *= %s;", outputColor, alphaUni);
  1.1188 +
  1.1189 +    // Clamp values
  1.1190 +    builder->fsCodeAppendf("\n\t\t%s = clamp(%s, 0.0, 1.0);", outputColor, outputColor);
  1.1191 +
  1.1192 +    // Pre-multiply the result
  1.1193 +    builder->fsCodeAppendf("\n\t\t%s = vec4(%s.rgb * %s.aaa, %s.a);\n",
  1.1194 +                  outputColor, outputColor, outputColor, outputColor);
  1.1195 +}
  1.1196 +
  1.1197 +GrGLNoise::GrGLNoise(const GrBackendEffectFactory& factory, const GrDrawEffect& drawEffect)
  1.1198 +  : INHERITED (factory)
  1.1199 +  , fType(drawEffect.castEffect<GrPerlinNoiseEffect>().type())
  1.1200 +  , fStitchTiles(drawEffect.castEffect<GrPerlinNoiseEffect>().stitchTiles())
  1.1201 +  , fNumOctaves(drawEffect.castEffect<GrPerlinNoiseEffect>().numOctaves()) {
  1.1202 +}
  1.1203 +
  1.1204 +GrGLEffect::EffectKey GrGLNoise::GenKey(const GrDrawEffect& drawEffect, const GrGLCaps&) {
  1.1205 +    const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>();
  1.1206 +
  1.1207 +    EffectKey key = turbulence.numOctaves();
  1.1208 +
  1.1209 +    key = key << 3; // Make room for next 3 bits
  1.1210 +
  1.1211 +    switch (turbulence.type()) {
  1.1212 +        case SkPerlinNoiseShader::kFractalNoise_Type:
  1.1213 +            key |= 0x1;
  1.1214 +            break;
  1.1215 +        case SkPerlinNoiseShader::kTurbulence_Type:
  1.1216 +            key |= 0x2;
  1.1217 +            break;
  1.1218 +        default:
  1.1219 +            // leave key at 0
  1.1220 +            break;
  1.1221 +    }
  1.1222 +
  1.1223 +    if (turbulence.stitchTiles()) {
  1.1224 +        key |= 0x4; // Flip the 3rd bit if tile stitching is on
  1.1225 +    }
  1.1226 +
  1.1227 +    return key;
  1.1228 +}
  1.1229 +
  1.1230 +void GrGLNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) {
  1.1231 +    const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>();
  1.1232 +
  1.1233 +    const SkVector& baseFrequency = turbulence.baseFrequency();
  1.1234 +    uman.set2f(fBaseFrequencyUni, baseFrequency.fX, baseFrequency.fY);
  1.1235 +    uman.set1f(fAlphaUni, SkScalarDiv(SkIntToScalar(turbulence.alpha()), SkIntToScalar(255)));
  1.1236 +
  1.1237 +    SkMatrix m = turbulence.matrix();
  1.1238 +    m.postTranslate(-SK_Scalar1, -SK_Scalar1);
  1.1239 +    SkMatrix invM;
  1.1240 +    if (!m.invert(&invM)) {
  1.1241 +        invM.reset();
  1.1242 +    } else {
  1.1243 +        invM.postConcat(invM); // Square the matrix
  1.1244 +    }
  1.1245 +    uman.setSkMatrix(fInvMatrixUni, invM);
  1.1246 +}
  1.1247 +
  1.1248 +void GrGLPerlinNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) {
  1.1249 +    INHERITED::setData(uman, drawEffect);
  1.1250 +
  1.1251 +    const GrPerlinNoiseEffect& turbulence = drawEffect.castEffect<GrPerlinNoiseEffect>();
  1.1252 +    if (turbulence.stitchTiles()) {
  1.1253 +        const SkPerlinNoiseShader::StitchData& stitchData = turbulence.stitchData();
  1.1254 +        uman.set2f(fStitchDataUni, SkIntToScalar(stitchData.fWidth),
  1.1255 +                                   SkIntToScalar(stitchData.fHeight));
  1.1256 +    }
  1.1257 +}
  1.1258 +
  1.1259 +void GrGLSimplexNoise::setData(const GrGLUniformManager& uman, const GrDrawEffect& drawEffect) {
  1.1260 +    INHERITED::setData(uman, drawEffect);
  1.1261 +
  1.1262 +    const GrSimplexNoiseEffect& turbulence = drawEffect.castEffect<GrSimplexNoiseEffect>();
  1.1263 +    uman.set1f(fSeedUni, turbulence.seed());
  1.1264 +}
  1.1265 +
  1.1266 +/////////////////////////////////////////////////////////////////////
  1.1267 +
  1.1268 +GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext* context, const SkPaint& paint) const {
  1.1269 +    SkASSERT(NULL != context);
  1.1270 +
  1.1271 +    if (0 == fNumOctaves) {
  1.1272 +        SkColor clearColor = 0;
  1.1273 +        if (kFractalNoise_Type == fType) {
  1.1274 +            clearColor = SkColorSetARGB(paint.getAlpha() / 2, 127, 127, 127);
  1.1275 +        }
  1.1276 +        SkAutoTUnref<SkColorFilter> cf(SkColorFilter::CreateModeFilter(
  1.1277 +                                                clearColor, SkXfermode::kSrc_Mode));
  1.1278 +        return cf->asNewEffect(context);
  1.1279 +    }
  1.1280 +
  1.1281 +    // Either we don't stitch tiles, either we have a valid tile size
  1.1282 +    SkASSERT(!fStitchTiles || !fTileSize.isEmpty());
  1.1283 +
  1.1284 +#ifdef SK_USE_SIMPLEX_NOISE
  1.1285 +    // Simplex noise is currently disabled but can be enabled by defining SK_USE_SIMPLEX_NOISE
  1.1286 +    sk_ignore_unused_variable(context);
  1.1287 +    GrEffectRef* effect =
  1.1288 +        GrSimplexNoiseEffect::Create(fType, fPaintingData->fBaseFrequency,
  1.1289 +                                     fNumOctaves, fStitchTiles, fSeed,
  1.1290 +                                     this->getLocalMatrix(), paint.getAlpha());
  1.1291 +#else
  1.1292 +    GrTexture* permutationsTexture = GrLockAndRefCachedBitmapTexture(
  1.1293 +        context, fPaintingData->getPermutationsBitmap(), NULL);
  1.1294 +    GrTexture* noiseTexture = GrLockAndRefCachedBitmapTexture(
  1.1295 +        context, fPaintingData->getNoiseBitmap(), NULL);
  1.1296 +
  1.1297 +    GrEffectRef* effect = (NULL != permutationsTexture) && (NULL != noiseTexture) ?
  1.1298 +        GrPerlinNoiseEffect::Create(fType, fPaintingData->fBaseFrequency,
  1.1299 +                                    fNumOctaves, fStitchTiles,
  1.1300 +                                    fPaintingData->fStitchDataInit,
  1.1301 +                                    permutationsTexture, noiseTexture,
  1.1302 +                                    this->getLocalMatrix(), paint.getAlpha()) :
  1.1303 +        NULL;
  1.1304 +
  1.1305 +    // Unlock immediately, this is not great, but we don't have a way of
  1.1306 +    // knowing when else to unlock it currently. TODO: Remove this when
  1.1307 +    // unref becomes the unlock replacement for all types of textures.
  1.1308 +    if (NULL != permutationsTexture) {
  1.1309 +        GrUnlockAndUnrefCachedBitmapTexture(permutationsTexture);
  1.1310 +    }
  1.1311 +    if (NULL != noiseTexture) {
  1.1312 +        GrUnlockAndUnrefCachedBitmapTexture(noiseTexture);
  1.1313 +    }
  1.1314 +#endif
  1.1315 +
  1.1316 +    return effect;
  1.1317 +}
  1.1318 +
  1.1319 +#else
  1.1320 +
  1.1321 +GrEffectRef* SkPerlinNoiseShader::asNewEffect(GrContext*, const SkPaint&) const {
  1.1322 +    SkDEBUGFAIL("Should not call in GPU-less build");
  1.1323 +    return NULL;
  1.1324 +}
  1.1325 +
  1.1326 +#endif
  1.1327 +
  1.1328 +#ifndef SK_IGNORE_TO_STRING
  1.1329 +void SkPerlinNoiseShader::toString(SkString* str) const {
  1.1330 +    str->append("SkPerlinNoiseShader: (");
  1.1331 +
  1.1332 +    str->append("type: ");
  1.1333 +    switch (fType) {
  1.1334 +        case kFractalNoise_Type:
  1.1335 +            str->append("\"fractal noise\"");
  1.1336 +            break;
  1.1337 +        case kTurbulence_Type:
  1.1338 +            str->append("\"turbulence\"");
  1.1339 +            break;
  1.1340 +        default:
  1.1341 +            str->append("\"unknown\"");
  1.1342 +            break;
  1.1343 +    }
  1.1344 +    str->append(" base frequency: (");
  1.1345 +    str->appendScalar(fBaseFrequencyX);
  1.1346 +    str->append(", ");
  1.1347 +    str->appendScalar(fBaseFrequencyY);
  1.1348 +    str->append(") number of octaves: ");
  1.1349 +    str->appendS32(fNumOctaves);
  1.1350 +    str->append(" seed: ");
  1.1351 +    str->appendScalar(fSeed);
  1.1352 +    str->append(" stitch tiles: ");
  1.1353 +    str->append(fStitchTiles ? "true " : "false ");
  1.1354 +
  1.1355 +    this->INHERITED::toString(str);
  1.1356 +
  1.1357 +    str->append(")");
  1.1358 +}
  1.1359 +#endif

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