Sanitizing source files in Skia_Periodic_House_Keeping
git-svn-id: http://skia.googlecode.com/svn/trunk@7038 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -31,11 +31,11 @@ protected:
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virtual const char* onGetName() {
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return fName.c_str();
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}
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SkScalar radius() const {
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return fRadius;
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}
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void setName( SkString name ) {
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fName = name;
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}
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@ -48,9 +48,9 @@ protected:
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int pad = fRadius * 1.5 + 1;
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SkRect r = SkRect::MakeWH(2 * pad + 1, 2 * pad + 1);
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int loop_count;
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if (fRadius > SkIntToScalar(50)) {
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loop_count = 10;
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} else if (fRadius > SkIntToScalar(5)) {
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@ -58,14 +58,14 @@ protected:
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} else {
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loop_count = 10000;
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}
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preBenchSetup( r );
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for (int i = 0; i < SkBENCHLOOP(loop_count); i++) {
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makeBlurryRect( r );
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}
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}
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virtual void makeBlurryRect( SkRect &r ) = 0;
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virtual void preBenchSetup( SkRect &r ) {}
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private:
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@ -77,13 +77,13 @@ class BlurRectDirectBench: public BlurRectBench {
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public:
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BlurRectDirectBench( void *param, SkScalar rad ) : BlurRectBench( param, rad ) {
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SkString name;
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if (SkScalarFraction(rad) != 0) {
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name.printf("blurrect_direct_%.2f", SkScalarToFloat(rad));
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} else {
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name.printf("blurrect_direct_%d", SkScalarRound(rad));
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}
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setName( name );
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}
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protected:
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@ -103,20 +103,20 @@ public:
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} else {
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name.printf("blurrect_separable_%d", SkScalarRound(rad));
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}
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setName( name );
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}
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protected:
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virtual void preBenchSetup( SkRect &r ) {
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virtual void preBenchSetup( SkRect &r ) {
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fSrcMask.fFormat = SkMask::kA8_Format;
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fSrcMask.fRowBytes = r.width();
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fSrcMask.fBounds = SkIRect::MakeWH(r.width(), r.height());
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fSrcMask.fImage = SkMask::AllocImage( fSrcMask.computeTotalImageSize() );
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memset( fSrcMask.fImage, 0xff, fSrcMask.computeTotalImageSize() );
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}
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virtual void makeBlurryRect( SkRect &r ) {
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SkMask mask;
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SkBlurMask::BlurSeparable( &mask, fSrcMask, radius(), SkBlurMask::kNormal_Style, SkBlurMask::kHigh_Quality );
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@ -3,7 +3,7 @@ http://stackoverflow.com/questions/2009160/how-do-i-convert-the-2-control-points
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*/
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/*
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Let's call the control points of the cubic Q0..Q3 and the control points of the quadratic P0..P2.
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Let's call the control points of the cubic Q0..Q3 and the control points of the quadratic P0..P2.
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Then for degree elevation, the equations are:
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Q0 = P0
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@ -25,11 +25,11 @@ Cubic defined by: P1/2 - anchor points, C1/C2 control points
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|x| is the euclidean norm of x
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mid-point approx of cubic: a quad that shares the same anchors with the cubic and has the
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control point at C = (3·C2 - P2 + 3·C1 - P1)/4
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Algorithm
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pick an absolute precision (prec)
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Compute the Tdiv as the root of (cubic) equation
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Compute the Tdiv as the root of (cubic) equation
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sqrt(3)/18 · |P2 - 3·C2 + 3·C1 - P1|/2 · Tdiv ^ 3 = prec
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if Tdiv < 0.5 divide the cubic at Tdiv. First segment [0..Tdiv] can be approximated with by a
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quadratic, with a defect less than prec, by the mid-point approximation.
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@ -161,7 +161,7 @@ public:
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, fRectHeight( rectHeight )
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, fRadius( radius )
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{}
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int width() const { return fRectWidth; }
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int height() const { return fRectHeight; }
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int radius() const { return fRadius; }
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@ -174,7 +174,7 @@ protected:
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virtual SkISize onISize() {
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return SkISize::Make(640, 480);
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}
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virtual void makeMask( SkMask *m, SkRect r ) = 0;
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virtual void onDraw(SkCanvas* canvas) {
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@ -221,7 +221,7 @@ protected:
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memset( src.fImage, 0xff, src.computeTotalImageSize() );
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SkBlurMask::BlurSeparable( m, src, radius()/2, SkBlurMask::kNormal_Style, SkBlurMask::kHigh_Quality );
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SkBlurMask::BlurSeparable( m, src, radius()/2, SkBlurMask::kNormal_Style, SkBlurMask::kHigh_Quality );
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}
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};
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@ -243,4 +243,4 @@ DEF_GM(return new BlurRectFastGM("blurrect_fast_10_100_10", 10, 100, 10);)
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DEF_GM(return new BlurRectSlowGM("blurrect_slow_100_100_10", 100, 100, 10);)
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DEF_GM(return new BlurRectSlowGM("blurrect_slow_100_100_2", 100, 100, 2);)
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DEF_GM(return new BlurRectSlowGM("blurrect_slow_10_10_100", 10, 10, 100);)
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DEF_GM(return new BlurRectSlowGM("blurrect_slow_10_100_10", 10, 100, 10);)
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DEF_GM(return new BlurRectSlowGM("blurrect_slow_10_100_10", 10, 100, 10);)
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@ -12,10 +12,10 @@
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#include "SkTemplates.h"
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#include "SkEndian.h"
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// scale factor for the blur radius to match the behavior of the all existing blur
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// scale factor for the blur radius to match the behavior of the all existing blur
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// code (both on the CPU and the GPU). This magic constant is 1/sqrt(3).
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// TODO: get rid of this fudge factor and move any required fudging up into
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// TODO: get rid of this fudge factor and move any required fudging up into
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// the calling library
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#define kBlurRadiusFudgeFactor SkFloatToScalar( .57735f )
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@ -1032,16 +1032,16 @@ bool SkBlurMask::Blur(SkMask* dst, const SkMask& src,
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/* Convolving a box with itself three times results in a piecewise
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quadratic function:
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0 x <= -1.5
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9/8 + 3/2 x + 1/2 x^2 -1.5 < x <= 1.5
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3/4 - x^2 -.5 < x <= .5
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9/8 - 3/2 x + 1/2 x^2 0.5 < x <= 1.5
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0 1.5 < x
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To get the profile curve of the blurred step function at the rectangle
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edge, we evaluate the indefinite integral, which is piecewise cubic:
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0 x <= -1.5
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5/8 + 9/8 x + 3/4 x^2 + 1/6 x^3 -1.5 < x <= -0.5
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1/2 + 3/4 x - 1/3 x^3 -.5 < x <= .5
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@ -1069,16 +1069,16 @@ static float gaussian_integral( float x ) {
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return 0.4375 + (-x3 / 6 - 3 * x2 / 4 - 1.125 * x);
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}
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/*
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/*
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compute_profile allocates and fills in an array of floating
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point values between 0 and 255 for the profile signature of
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point values between 0 and 255 for the profile signature of
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a blurred half-plane with the given blur radius. Since we're
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going to be doing screened multiplications (i.e., 1 - (1-x)(1-y))
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all the time, we actually fill in the profile pre-inverted
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(already done 255-x).
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The function returns the size of the array allocated for the
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profile. It's the responsibility of the caller to delete the
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profile. It's the responsibility of the caller to delete the
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memory returned in profile_out.
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*/
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@ -1101,7 +1101,7 @@ static int compute_profile( SkScalar radius, unsigned int **profile_out ) {
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return size;
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}
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// TODO MAYBE: Maintain a profile cache to avoid recomputing this for
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// TODO MAYBE: Maintain a profile cache to avoid recomputing this for
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// commonly used radii. Consider baking some of the most common blur radii
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// directly in as static data?
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@ -1113,71 +1113,71 @@ bool SkBlurMask::BlurRect(SkMask *dst, const SkRect &src,
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SkIPoint *margin) {
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int profile_size;
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unsigned int *profile;
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float radius = SkScalarToFloat( SkScalarMul( provided_radius, kBlurRadiusFudgeFactor ) );
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profile_size = compute_profile( radius, &profile );
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int pad = (int) (radius * 1.5f + 1);
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if (margin) {
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margin->set( pad, pad );
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}
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dst->fBounds = SkIRect::MakeWH(src.width(), src.height());
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dst->fBounds.outset(pad, pad);
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dst->fRowBytes = dst->fBounds.width();
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dst->fFormat = SkMask::kA8_Format;
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dst->fImage = NULL;
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size_t dstSize = dst->computeImageSize();
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if (0 == dstSize) {
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return false; // too big to allocate, abort
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}
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int sw = src.width();
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int sh = src.height();
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uint8_t* dp = SkMask::AllocImage(dstSize);
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dst->fImage = dp;
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SkAutoTCallVProc<uint8_t, SkMask_FreeImage> autoCall(dp);
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int dst_height = dst->fBounds.height();
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int dst_width = dst->fBounds.width();
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// nearest odd number less than the profile size represents the center
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// of the (2x scaled) profile
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int center = ( profile_size & ~1 ) - 1;
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int w = sw - center;
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int h = sh - center;
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uint8_t *outptr = dp;
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for (int y = 0 ; y < dst_height ; y++)
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{
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// time to fill in a scanline of the blurry rectangle.
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// to avoid floating point math, everything is multiplied by
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// 2 where needed. This keeps things nice and integer-oriented.
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int dy = abs((y << 1) - dst_height) - h; // how far are we from the original edge?
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int oy = dy >> 1;
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if (oy < 0) oy = 0;
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unsigned int profile_y = profile[oy];
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for (int x = 0 ; x < (dst_width << 1) ; x += 2) {
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int dx = abs( x - dst_width ) - w;
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int ox = dx >> 1;
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if (ox < 0) ox = 0;
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unsigned int maskval = SkMulDiv255Round(profile[ox], profile_y);
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*(outptr++) = maskval;
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}
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}
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return true;
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}
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@ -28,8 +28,8 @@ public:
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kHigh_Quality //!< three pass box blur (similar to gaussian)
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};
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static bool BlurRect(SkMask *dst, const SkRect &src,
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SkScalar radius, Style style, Quality quality,
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static bool BlurRect(SkMask *dst, const SkRect &src,
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SkScalar radius, Style style, Quality quality,
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SkIPoint *margin = NULL);
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static bool Blur(SkMask* dst, const SkMask& src,
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@ -912,4 +912,4 @@ void GrGLProgram::setData(GrGpuGL* gpu) {
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}
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}
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}
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}
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}
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@ -173,7 +173,7 @@ private:
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const char* adjustInColor(const SkString& inColor) const;
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typedef SkSTArray<4, UniformHandle, true> SamplerUniSArray;
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struct UniformHandles {
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UniformHandle fViewMatrixUni;
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UniformHandle fColorUni;
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@ -184,7 +184,7 @@ private:
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UniformHandle fRTHeightUni;
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// An array of sampler uniform handles for each effect.
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SamplerUniSArray fSamplerUnis[GrDrawState::kNumStages];
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UniformHandles() {
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fViewMatrixUni = GrGLUniformManager::kInvalidUniformHandle;
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fColorUni = GrGLUniformManager::kInvalidUniformHandle;
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@ -181,7 +181,7 @@ public:
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GrBackendEffectFactory::EffectKey key,
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const char* fsInColor, // NULL means no incoming color
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const char* fsOutColor,
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const char* vsInCoord,
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const char* vsInCoord,
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SkTArray<GrGLUniformManager::UniformHandle, true>* samplerHandles);
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GrGLUniformManager::UniformHandle getRTHeightUniform() const { return fRTHeightUniform; }
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// TODO: Make this do all the compiling, linking, etc.
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