Reverting r8376, r8373 and r8371 due to Android shader compilation failures

git-svn-id: http://skia.googlecode.com/svn/trunk@8378 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
robertphillips@google.com 2013-03-25 22:16:02 +00:00
parent 95625dbcb6
commit 8cf10efe75
6 changed files with 0 additions and 1231 deletions

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@ -1,114 +0,0 @@
/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkPerlinNoiseShader.h"
namespace skiagm {
class PerlinNoiseGM : public GM {
public:
PerlinNoiseGM() {
this->setBGColor(0xFF000000);
fSize = SkISize::Make(80, 80);
}
protected:
virtual SkString onShortName() {
return SkString("perlinnoise");
}
virtual SkISize onISize() {
return make_isize(500, 400);
}
void drawClippedRect(SkCanvas* canvas, int x, int y, const SkPaint& paint) {
canvas->save();
canvas->clipRect(SkRect::MakeXYWH(SkIntToScalar(x), SkIntToScalar(y),
SkIntToScalar(fSize.width()), SkIntToScalar(fSize.height())));
SkRect r = SkRect::MakeXYWH(SkIntToScalar(x), SkIntToScalar(y),
SkIntToScalar(fSize.width()),
SkIntToScalar(fSize.height()));
canvas->drawRect(r, paint);
canvas->restore();
}
void test(SkCanvas* canvas, int x, int y, SkPerlinNoiseShader::Type type,
float baseFrequencyX, float baseFrequencyY, int numOctaves, float seed,
bool stitchTiles)
{
SkShader* shader = (type == SkPerlinNoiseShader::kFractalNoise_Type) ?
SkPerlinNoiseShader::CreateFractalNoise(baseFrequencyX, baseFrequencyY, numOctaves,
seed, stitchTiles ? &fSize : NULL) :
SkPerlinNoiseShader::CreateTubulence(baseFrequencyX, baseFrequencyY, numOctaves,
seed, stitchTiles ? &fSize : NULL);
SkPaint paint;
paint.setShader(shader)->unref();
drawClippedRect(canvas, x, y, paint);
}
virtual void onDraw(SkCanvas* canvas) {
canvas->clear(0x00000000);
test(canvas, 0, 0, SkPerlinNoiseShader::kFractalNoise_Type,
0.1f, 0.1f, 2, 0, false);
test(canvas, 100, 0, SkPerlinNoiseShader::kFractalNoise_Type,
0.4f, 0.2f, 3, 0, true);
test(canvas, 200, 0, SkPerlinNoiseShader::kFractalNoise_Type,
0.3f, 0.6f, 4, 0, false);
test(canvas, 300, 0, SkPerlinNoiseShader::kFractalNoise_Type,
0.2f, 0.4f, 5, 0, true);
test(canvas, 400, 0, SkPerlinNoiseShader::kFractalNoise_Type,
0.5f, 0.8f, 6, 0, false);
test(canvas, 0, 100, SkPerlinNoiseShader::kTurbulence_Type,
0.1f, 0.1f, 2, 0, true);
test(canvas, 100, 100, SkPerlinNoiseShader::kTurbulence_Type,
0.4f, 0.2f, 3, 0, false);
test(canvas, 200, 100, SkPerlinNoiseShader::kTurbulence_Type,
0.3f, 0.6f, 4, 0, true);
test(canvas, 300, 100, SkPerlinNoiseShader::kTurbulence_Type,
0.2f, 0.4f, 5, 0, false);
test(canvas, 400, 100, SkPerlinNoiseShader::kTurbulence_Type,
0.5f, 0.8f, 6, 0, true);
test(canvas, 0, 200, SkPerlinNoiseShader::kFractalNoise_Type,
0.1f, 0.1f, 3, 1, false);
test(canvas, 100, 200, SkPerlinNoiseShader::kFractalNoise_Type,
0.1f, 0.1f, 3, 2, false);
test(canvas, 200, 200, SkPerlinNoiseShader::kFractalNoise_Type,
0.1f, 0.1f, 3, 3, false);
test(canvas, 300, 200, SkPerlinNoiseShader::kFractalNoise_Type,
0.1f, 0.1f, 3, 4, false);
test(canvas, 400, 200, SkPerlinNoiseShader::kFractalNoise_Type,
0.1f, 0.1f, 3, 5, false);
canvas->scale(SkFloatToScalar(0.75f), SkFloatToScalar(1.0f));
test(canvas, 0, 300, SkPerlinNoiseShader::kFractalNoise_Type,
0.1f, 0.1f, 2, 0, false);
test(canvas, 100, 300, SkPerlinNoiseShader::kFractalNoise_Type,
0.4f, 0.2f, 3, 0, true);
test(canvas, 200, 300, SkPerlinNoiseShader::kFractalNoise_Type,
0.3f, 0.6f, 4, 0, false);
test(canvas, 300, 300, SkPerlinNoiseShader::kFractalNoise_Type,
0.2f, 0.4f, 5, 0, true);
test(canvas, 400, 300, SkPerlinNoiseShader::kFractalNoise_Type,
0.5f, 0.8f, 6, 0, false);
}
private:
typedef GM INHERITED;
SkISize fSize;
};
//////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new PerlinNoiseGM; }
static GMRegistry reg(MyFactory);
}

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@ -41,7 +41,6 @@
'<(skia_src_path)/effects/SkMorphologyImageFilter.cpp',
'<(skia_src_path)/effects/SkOffsetImageFilter.cpp',
'<(skia_src_path)/effects/SkPaintFlagsDrawFilter.cpp',
'<(skia_src_path)/effects/SkPerlinNoiseShader.cpp',
'<(skia_src_path)/effects/SkPixelXorXfermode.cpp',
'<(skia_src_path)/effects/SkPorterDuff.cpp',
'<(skia_src_path)/effects/SkRectShaderImageFilter.cpp',
@ -97,7 +96,6 @@
'<(skia_include_path)/effects/SkOffsetImageFilter.h',
'<(skia_include_path)/effects/SkMorphologyImageFilter.h',
'<(skia_include_path)/effects/SkPaintFlagsDrawFilter.h',
'<(skia_include_path)/effects/SkPerlinNoiseShader.h',
'<(skia_include_path)/effects/SkPixelXorXfermode.h',
'<(skia_include_path)/effects/SkPorterDuff.h',
'<(skia_include_path)/effects/SkRectShaderImageFilter.h',

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@ -62,7 +62,6 @@
'../gm/pathfill.cpp',
'../gm/pathinterior.cpp',
'../gm/pathreverse.cpp',
'../gm/perlinnoise.cpp',
'../gm/points.cpp',
'../gm/poly2poly.cpp',
'../gm/quadpaths.cpp',

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@ -1,111 +0,0 @@
/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef SkPerlinNoiseShader_DEFINED
#define SkPerlinNoiseShader_DEFINED
#include "SkShader.h"
/** \class SkPerlinNoiseShader
SkPerlinNoiseShader creates an image using the Perlin turbulence function.
It can produce tileable noise if asked to stitch tiles and provided a tile size.
In order to fill a large area with repeating noise, set the stitchTiles flag to
true, and render exactly a single tile of noise. Without this flag, the result
will contain visible seams between tiles.
The algorithm used is described here :
http://www.w3.org/TR/SVG/filters.html#feTurbulenceElement
*/
class SkPerlinNoiseShader : public SkShader {
struct PaintingData;
public:
struct StitchData;
/**
* About the noise types : the difference between the 2 is just minor tweaks to the algorithm,
* they're not 2 entirely different noises. The output looks different, but once the noise is
* generated in the [1, -1] range, the output is brought back in the [0, 1] range by doing :
* kFractalNoise_Type : noise * 0.5 + 0.5
* kTurbulence_Type : abs(noise)
* Very little differences between the 2 types, although you can tell the difference visually.
*/
enum Type {
kFractalNoise_Type,
kTurbulence_Type,
kFirstType = kFractalNoise_Type,
kLastType = kTurbulence_Type
};
/**
* This will construct Perlin noise of the given type (Fractal Noise or Turbulence).
*
* Both base frequencies (X and Y) have a usual range of (0..1).
*
* The number of octaves provided should be fairly small, although no limit is enforced.
* Each octave doubles the frequency, so 10 octaves would produce noise from
* baseFrequency * 1, * 2, * 4, ..., * 512, which quickly yields insignificantly small
* periods and resembles regular unstructured noise rather than Perlin noise.
*
* If tileSize isn't NULL or an empty size, the tileSize parameter will be used to modify
* the frequencies so that the noise will be tileable for the given tile size. If tileSize
* is NULL or an empty size, the frequencies will be used as is without modification.
*/
static SkShader* CreateFractalNoise(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
int numOctaves, SkScalar seed,
const SkISize* tileSize = NULL);
static SkShader* CreateTubulence(SkScalar baseFrequencyX, SkScalar baseFrequencyY,
int numOctaves, SkScalar seed,
const SkISize* tileSize = NULL);
virtual bool setContext(const SkBitmap& device, const SkPaint& paint,
const SkMatrix& matrix);
virtual void shadeSpan(int x, int y, SkPMColor[], int count) SK_OVERRIDE;
virtual void shadeSpan16(int x, int y, uint16_t[], int count) SK_OVERRIDE;
virtual GrEffectRef* asNewEffect(GrContext* context, const SkPaint&) const SK_OVERRIDE;
SK_DEVELOPER_TO_STRING()
SK_DECLARE_PUBLIC_FLATTENABLE_DESERIALIZATION_PROCS(SkPerlinNoiseShader)
protected:
SkPerlinNoiseShader(SkFlattenableReadBuffer&);
virtual void flatten(SkFlattenableWriteBuffer&) const SK_OVERRIDE;
private:
SkPerlinNoiseShader(SkPerlinNoiseShader::Type type, SkScalar baseFrequencyX,
SkScalar baseFrequencyY, int numOctaves, SkScalar seed,
const SkISize* tileSize = NULL);
virtual ~SkPerlinNoiseShader();
void setTileSize(const SkISize&);
void initPaint(PaintingData& paintingData);
SkScalar noise2D(int channel, const PaintingData& paintingData,
const StitchData& stitchData, const SkPoint& noiseVector);
SkScalar calculateTurbulenceValueForPoint(int channel, const PaintingData& paintingData,
StitchData& stitchData, const SkPoint& point);
SkPMColor shade(const SkPoint& point, StitchData& stitchData);
SkPerlinNoiseShader::Type fType;
SkScalar fBaseFrequencyX;
SkScalar fBaseFrequencyY;
int fNumOctaves;
SkScalar fSeed;
SkISize fTileSize;
bool fStitchTiles;
SkMatrix fMatrix;
PaintingData* fPaintingData;
typedef SkShader INHERITED;
};
#endif

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@ -48,7 +48,6 @@
#include "SkMergeImageFilter.h"
#include "SkMorphologyImageFilter.h"
#include "SkOffsetImageFilter.h"
#include "SkPerlinNoiseShader.h"
#include "SkPixelXorXfermode.h"
#include "SkStippleMaskFilter.h"
#include "SkTableColorFilter.h"
@ -85,7 +84,6 @@ void SkFlattenable::InitializeFlattenables() {
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(Sk2DPathEffect)
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkLine2DPathEffect)
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkPath2DPathEffect)
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkPerlinNoiseShader)
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkPixelXorXfermode)
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkStippleMaskFilter)
SK_DEFINE_FLATTENABLE_REGISTRAR_ENTRY(SkSumPathEffect)