Adapt GrRectBlur for cases with rect W/H less than six sigma.

Add GM that generates reference blur rect images and compares against
actual.

Change-Id: If0ce291e211fefe96af8afdf0a60636b5f40ef47
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/239757
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
This commit is contained in:
Brian Salomon 2019-09-10 10:11:52 -04:00 committed by Skia Commit-Bot
parent d0cf5da20d
commit b2d5d40a33
10 changed files with 841 additions and 147 deletions

View File

@ -5,11 +5,13 @@
* found in the LICENSE file.
*/
#include <cmath>
#include "gm/gm.h"
#include "include/core/SkBitmap.h"
#include "include/core/SkBlurTypes.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColor.h"
#include "include/core/SkImage.h"
#include "include/core/SkMaskFilter.h"
#include "include/core/SkMatrix.h"
#include "include/core/SkPaint.h"
@ -21,12 +23,16 @@
#include "include/core/SkShader.h"
#include "include/core/SkSize.h"
#include "include/core/SkString.h"
#include "include/core/SkSurface.h"
#include "include/core/SkTileMode.h"
#include "include/core/SkTypes.h"
#include "include/effects/SkGradientShader.h"
#include "include/gpu/GrContext.h"
#include "include/private/SkTo.h"
#include "src/core/SkBlurMask.h"
#include "src/core/SkMask.h"
#include "src/gpu/GrContextPriv.h"
#include "tools/timer/TimeUtils.h"
#define STROKE_WIDTH SkIntToScalar(10)
@ -234,6 +240,255 @@ DEF_SIMPLE_GM(blurrect_gallery, canvas, 1200, 1024) {
}
}
namespace skiagm {
// Compares actual blur rects with reference masks created by the GM. Animates sigma in viewer.
class BlurRectCompareGM : public GM {
protected:
SkString onShortName() override { return SkString("blurrect_compare"); }
SkISize onISize() override { return {900, 1220}; }
void onOnceBeforeDraw() override { this->prepareReferenceMasks(); }
void onDraw(SkCanvas* canvas) override {
int32_t ctxID = canvas->getGrContext() ? canvas->getGrContext()->priv().contextID() : 0;
if (fRecalcMasksForAnimation || !fActualMasks[0][0][0] || ctxID != fLastContextUniqueID) {
if (fRecalcMasksForAnimation) {
// Sigma is changing so references must also be recalculated.
this->prepareReferenceMasks();
}
this->prepareActualMasks(canvas);
this->prepareMaskDifferences(canvas);
fLastContextUniqueID = ctxID;
fRecalcMasksForAnimation = false;
}
canvas->clear(SK_ColorBLACK);
static constexpr float kMargin = 30;
float totalW = 0;
for (auto w : kSizes) {
totalW += w + kMargin;
}
canvas->translate(kMargin, kMargin);
for (int mode = 0; mode < 3; ++mode) {
canvas->save();
for (size_t sigmaIdx = 0; sigmaIdx < kNumSigmas; ++sigmaIdx) {
auto sigma = kSigmas[sigmaIdx] + fSigmaAnimationBoost;
for (size_t heightIdx = 0; heightIdx < kNumSizes; ++heightIdx) {
auto h = kSizes[heightIdx];
canvas->save();
for (size_t widthIdx = 0; widthIdx < kNumSizes; ++widthIdx) {
auto w = kSizes[widthIdx];
SkPaint paint;
paint.setColor(SK_ColorWHITE);
SkImage* img;
switch (mode) {
case 0:
img = fReferenceMasks[sigmaIdx][heightIdx][widthIdx].get();
break;
case 1:
img = fActualMasks[sigmaIdx][heightIdx][widthIdx].get();
break;
case 2:
img = fMaskDifferences[sigmaIdx][heightIdx][widthIdx].get();
// The error images are opaque, use kPlus so they are additive if
// the overlap between test cases.
paint.setBlendMode(SkBlendMode::kPlus);
break;
}
auto pad = PadForSigma(sigma);
canvas->drawImage(img, -pad, -pad, &paint);
#if 0 // Uncomment to hairline stroke around blurred rect in red on top of the blur result.
// The rect is defined at integer coords. We inset by 1/2 pixel so our stroke lies on top
// of the edge pixels.
SkPaint stroke;
stroke.setColor(SK_ColorRED);
stroke.setStrokeWidth(0.f);
stroke.setStyle(SkPaint::kStroke_Style);
canvas->drawRect(SkRect::MakeWH(w, h).makeInset(0.5, 0.5), stroke);
#endif
canvas->translate(w + kMargin, 0.f);
}
canvas->restore();
canvas->translate(0, h + kMargin);
}
}
canvas->restore();
canvas->translate(totalW + 2 * kMargin, 0);
}
}
bool onAnimate(double nanos) override {
fSigmaAnimationBoost = TimeUtils::SineWave(nanos, 5, 2.5f, 0.f, 2.f);
fRecalcMasksForAnimation = true;
return true;
}
private:
void prepareReferenceMasks() {
auto create_reference_mask = [](int w, int h, float sigma, int numSubpixels) {
int pad = PadForSigma(sigma);
int maskW = w + 2 * pad;
int maskH = h + 2 * pad;
// We'll do all our calculations at subpixel resolution, so adjust params
w *= numSubpixels;
h *= numSubpixels;
sigma *= numSubpixels;
auto scale = SK_ScalarRoot2Over2 / sigma;
auto def_integral_approx = [scale](float a, float b) {
return 0.5f * (std::erf(b * scale) - std::erf(a * scale));
};
// Do the x-pass. Above/below rect are rows of zero. All rows that intersect the rect
// are the same. The row is calculated and stored at subpixel resolution.
SkASSERT(!(numSubpixels & 0b1));
std::unique_ptr<float[]> row(new float[maskW * numSubpixels]);
for (int col = 0; col < maskW * numSubpixels; ++col) {
// Compute distance to rect left in subpixel units
float ldiff = numSubpixels * pad - (col + 0.5f);
float rdiff = ldiff + w;
row[col] = def_integral_approx(ldiff, rdiff);
}
// y-pass
SkBitmap bmp;
bmp.allocPixels(SkImageInfo::MakeA8(maskW, maskH));
std::unique_ptr<float[]> accums(new float[maskW]);
const float accumScale = 1.f / (numSubpixels * numSubpixels);
for (int y = 0; y < maskH; ++y) {
// Initialize subpixel accumulation buffer for this row.
std::fill_n(accums.get(), maskW, 0);
for (int ys = 0; ys < numSubpixels; ++ys) {
// At each subpixel we want to integrate over the kernel centered at the
// subpixel multiplied by the x-pass. The x-pass is zero above and below the
// rect and constant valued from rect top to rect bottom. So we can get the
// integral of just the kernel from rect top to rect bottom and multiply by
// the single x-pass value from our precomputed row.
float tdiff = numSubpixels * pad - (y * numSubpixels + ys + 0.5f);
float bdiff = tdiff + h;
auto w = def_integral_approx(tdiff, bdiff);
for (int x = 0; x < maskW; ++x) {
for (int xs = 0; xs < numSubpixels; ++xs) {
int rowIdx = x * numSubpixels + xs;
accums[x] += w * row[rowIdx];
}
}
}
for (int x = 0; x < maskW; ++x) {
auto result = accums[x] * accumScale;
*bmp.getAddr8(x, y) = SkToU8(sk_float_round2int(255.f * result));
}
}
return SkImage::MakeFromBitmap(bmp);
};
// Number of times to subsample (in both X and Y). If fRecalcMasksForAnimation is true
// then we're animating, don't subsample as much to keep fps higher.
const int numSubpixels = fRecalcMasksForAnimation ? 2 : 8;
for (size_t sigmaIdx = 0; sigmaIdx < kNumSigmas; ++sigmaIdx) {
auto sigma = kSigmas[sigmaIdx] + fSigmaAnimationBoost;
for (size_t heightIdx = 0; heightIdx < kNumSizes; ++heightIdx) {
auto h = kSizes[heightIdx];
for (size_t widthIdx = 0; widthIdx < kNumSizes; ++widthIdx) {
auto w = kSizes[widthIdx];
fReferenceMasks[sigmaIdx][heightIdx][widthIdx] =
create_reference_mask(w, h, sigma, numSubpixels);
}
}
}
}
void prepareActualMasks(SkCanvas* canvas) {
for (size_t sigmaIdx = 0; sigmaIdx < kNumSigmas; ++sigmaIdx) {
auto sigma = kSigmas[sigmaIdx] + fSigmaAnimationBoost;
for (size_t heightIdx = 0; heightIdx < kNumSizes; ++heightIdx) {
auto h = kSizes[heightIdx];
for (size_t widthIdx = 0; widthIdx < kNumSizes; ++widthIdx) {
auto w = kSizes[widthIdx];
auto pad = PadForSigma(sigma);
auto ii = SkImageInfo::MakeA8(w + 2 * pad, h + 2 * pad);
auto surf = canvas->makeSurface(ii);
if (!surf) {
return;
}
auto rect = SkRect::MakeXYWH(pad, pad, w, h);
SkPaint paint;
paint.setMaskFilter(SkMaskFilter::MakeBlur(kNormal_SkBlurStyle, sigma));
surf->getCanvas()->drawRect(rect, paint);
fActualMasks[sigmaIdx][heightIdx][widthIdx] = surf->makeImageSnapshot();
}
}
}
}
void prepareMaskDifferences(SkCanvas* canvas) {
for (size_t sigmaIdx = 0; sigmaIdx < kNumSigmas; ++sigmaIdx) {
for (size_t heightIdx = 0; heightIdx < kNumSizes; ++heightIdx) {
for (size_t widthIdx = 0; widthIdx < kNumSizes; ++widthIdx) {
const auto& r = fReferenceMasks[sigmaIdx][heightIdx][widthIdx];
const auto& a = fActualMasks[sigmaIdx][heightIdx][widthIdx];
auto& d = fMaskDifferences[sigmaIdx][heightIdx][widthIdx];
// The actual image might not be present if we're on an abandoned GrContext.
if (!a) {
d.reset();
continue;
}
SkASSERT(r->width() == a->width());
SkASSERT(r->height() == a->height());
auto ii = SkImageInfo::Make(r->width(), r->height(),
kRGBA_8888_SkColorType, kPremul_SkAlphaType);
auto surf = canvas->makeSurface(ii);
if (!surf) {
return;
}
// We visualize the difference by turning both the alpha masks into opaque green
// images (where alpha becomes the green channel) and then perform a
// SkBlendMode::kDifference between them.
SkPaint filterPaint;
filterPaint.setColor(SK_ColorWHITE);
// Actually 8 * alpha becomes green to really highlight differences.
static constexpr float kGreenifyM[] = {0, 0, 0, 0, 0,
0, 0, 0, 8, 0,
0, 0, 0, 0, 0,
0, 0, 0, 0, 1};
auto greenifyCF = SkColorFilters::Matrix(kGreenifyM);
SkPaint paint;
paint.setBlendMode(SkBlendMode::kSrc);
paint.setColorFilter(std::move(greenifyCF));
surf->getCanvas()->drawImage(a, 0, 0, &paint);
paint.setBlendMode(SkBlendMode::kDifference);
surf->getCanvas()->drawImage(r, 0, 0, &paint);
d = surf->makeImageSnapshot();
}
}
}
}
// Per side padding around mask images for a sigma. Make this overly generous to ensure bugs
// related to big blurs are fully visible.
static int PadForSigma(float sigma) { return sk_float_ceil2int(4 * sigma); }
static constexpr int kSizes[] = {1, 2, 4, 8, 16, 32};
static constexpr float kSigmas[] = {0.5f, 1.2f, 2.3f, 3.9f, 7.4f};
static constexpr size_t kNumSizes = SK_ARRAY_COUNT(kSizes);
static constexpr size_t kNumSigmas = SK_ARRAY_COUNT(kSigmas);
sk_sp<SkImage> fReferenceMasks[kNumSigmas][kNumSizes][kNumSizes];
sk_sp<SkImage> fActualMasks[kNumSigmas][kNumSizes][kNumSizes];
sk_sp<SkImage> fMaskDifferences[kNumSigmas][kNumSizes][kNumSizes];
int32_t fLastContextUniqueID;
// These are used only when animating.
float fSigmaAnimationBoost = 0;
bool fRecalcMasksForAnimation = false;
};
// Delete these when C++17.
constexpr int BlurRectCompareGM::kSizes[];
constexpr float BlurRectCompareGM::kSigmas[];
constexpr size_t BlurRectCompareGM::kNumSizes;
constexpr size_t BlurRectCompareGM::kNumSigmas;
} // namespace skiagm
//////////////////////////////////////////////////////////////////////////////
DEF_GM(return new BlurRectGM("blurrects", 0xFF);)
DEF_GM(return new skiagm::BlurRectCompareGM();)

View File

@ -449,6 +449,14 @@
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@ -457,6 +465,14 @@
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@ -465,6 +481,14 @@
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@ -473,6 +497,14 @@
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@ -481,6 +513,14 @@
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@ -489,6 +529,14 @@
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@ -497,6 +545,14 @@
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@ -505,6 +561,14 @@
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@ -513,11 +577,27 @@
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View File

@ -525,6 +525,14 @@
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@ -533,6 +541,14 @@
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@ -541,6 +557,14 @@
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@ -549,6 +573,14 @@
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@ -557,6 +589,14 @@
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@ -565,6 +605,14 @@
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@ -573,6 +621,14 @@
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@ -581,6 +637,14 @@
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@ -589,11 +653,27 @@
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View File

@ -443,6 +443,14 @@
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@ -451,6 +459,14 @@
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@ -459,6 +475,14 @@
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@ -467,6 +491,14 @@
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@ -475,6 +507,14 @@
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@ -483,6 +523,14 @@
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@ -507,11 +571,27 @@
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View File

@ -444,6 +444,14 @@
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@ -452,6 +460,14 @@
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@ -460,6 +476,14 @@
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@ -468,6 +492,14 @@
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@ -476,6 +508,14 @@
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@ -484,6 +524,14 @@
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@ -492,6 +540,14 @@
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@ -508,11 +572,27 @@
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"_",

View File

@ -587,6 +587,10 @@ def dm_flags(api, bot):
blacklist([ 'pic-8888', 'gm', '_', test])
blacklist(['serialize-8888', 'gm', '_', test])
# GM requries canvas->makeSurface() to return a valid surface.
blacklist([ 'pic-8888', 'gm', '_', "blurrect_compare"])
blacklist(['serialize-8888', 'gm', '_', "blurrect_compare"])
# GM that not support tiles_rt
for test in ['complexclip4_bw', 'complexclip4_aa']:
blacklist([ 'tiles_rt-8888', 'gm', '_', test])

View File

@ -6,6 +6,8 @@
*/
@header {
#include <cmath>
#include "include/core/SkRect.h"
#include "include/core/SkScalar.h"
#include "src/core/SkBlurMask.h"
#include "src/core/SkMathPriv.h"
@ -21,53 +23,66 @@ layout(key) bool highp = abs(rect.x) > 16000 || abs(rect.y) > 16000 ||
layout(when= highp) uniform float4 rectF;
layout(when=!highp) uniform half4 rectH;
in uniform sampler2D blurProfile;
in uniform half invProfileWidth;
// Texture that is a LUT for integral of normal distribution. The value at x (where x is a texture
// coord between 0 and 1) is the integral from -inf to (3 * sigma * (-2 * x - 1)). I.e. x is mapped
// 0 3*sigma to -3 sigma. The flip saves a reversal in the shader.
in uniform sampler2D integral;
// Used to produce normalized texture coords for lookups in 'integral'
in uniform half invSixSigma;
// There is a fast variant of the effect that does 2 texture lookups and a more general one for
// wider blurs relative to rect sizes that does 4.
layout(key) in bool isFast;
@constructorParams {
GrSamplerState samplerParams
}
@samplerParams(blurProfile) {
@samplerParams(integral) {
samplerParams
}
@class {
static sk_sp<GrTextureProxy> CreateBlurProfileTexture(GrProxyProvider* proxyProvider,
float sixSigma) {
// The "profile" we are calculating is the integral of a Gaussian with 'sigma' and a half
// plane. All such profiles are just scales of each other. So all we really care about is
// having enough resolution so that the linear interpolation done in texture lookup doesn't
// introduce noticeable artifacts. SkBlurMask::ComputeBlurProfile() produces profiles with
// ceil(6 * sigma) entries. We conservatively choose to have 2 texels for each dst pixel.
int minProfileWidth = 2 * sk_float_ceil2int(sixSigma);
// Bin by powers of 2 with a minimum so we get good profile reuse (remember we can just scale
// the texture coords to span the larger profile over a 6 sigma distance).
int profileWidth = SkTMax(SkNextPow2(minProfileWidth), 32);
static sk_sp<GrTextureProxy> CreateIntegralTexture(GrProxyProvider* proxyProvider,
float sixSigma) {
// The texture we're producing represents the integral of a normal distribution over a six-sigma
// range centered at zero. We want enough resolution so that the linear interpolation done in
// texture lookup doesn't introduce noticeable artifacts. We conservatively choose to have 2
// texels for each dst pixel.
int minWidth = 2 * sk_float_ceil2int(sixSigma);
// Bin by powers of 2 with a minimum so we get good profile reuse.
int width = SkTMax(SkNextPow2(minWidth), 32);
static const GrUniqueKey::Domain kDomain = GrUniqueKey::GenerateDomain();
GrUniqueKey key;
GrUniqueKey::Builder builder(&key, kDomain, 1, "Rect Blur Mask");
builder[0] = profileWidth;
builder[0] = width;
builder.finish();
sk_sp<GrTextureProxy> blurProfile(proxyProvider->findOrCreateProxyByUniqueKey(
sk_sp<GrTextureProxy> proxy(proxyProvider->findOrCreateProxyByUniqueKey(
key, GrColorType::kAlpha_8, kTopLeft_GrSurfaceOrigin));
if (!blurProfile) {
if (!proxy) {
SkBitmap bitmap;
if (!bitmap.tryAllocPixels(SkImageInfo::MakeA8(profileWidth, 1))) {
if (!bitmap.tryAllocPixels(SkImageInfo::MakeA8(width, 1))) {
return nullptr;
}
SkBlurMask::ComputeBlurProfile(bitmap.getAddr8(0, 0), profileWidth, profileWidth / 6.f);
*bitmap.getAddr8(0, 0) = 255;
const float invWidth = 1.f / width;
for (int i = 1; i < width - 1; ++i) {
float x = (i + 0.5f) * invWidth;
x = (-6 * x + 3) * SK_ScalarRoot2Over2;
float integral = 0.5f * (std::erf(x) + 1.f);
*bitmap.getAddr8(i, 0) = SkToU8(sk_float_round2int(255.f * integral));
}
*bitmap.getAddr8(width - 1, 0) = 0;
bitmap.setImmutable();
blurProfile = proxyProvider->createProxyFromBitmap(bitmap, GrMipMapped::kNo);
if (!blurProfile) {
proxy = proxyProvider->createProxyFromBitmap(bitmap, GrMipMapped::kNo);
if (!proxy) {
return nullptr;
}
SkASSERT(blurProfile->origin() == kTopLeft_GrSurfaceOrigin);
proxyProvider->assignUniqueKeyToProxy(key, blurProfile.get());
SkASSERT(proxy->origin() == kTopLeft_GrSurfaceOrigin);
proxyProvider->assignUniqueKeyToProxy(key, proxy.get());
}
return blurProfile;
return proxy;
}
}
@ -75,6 +90,7 @@ static sk_sp<GrTextureProxy> CreateBlurProfileTexture(GrProxyProvider* proxyProv
static std::unique_ptr<GrFragmentProcessor> Make(GrProxyProvider* proxyProvider,
const GrShaderCaps& caps,
const SkRect& rect, float sigma) {
SkASSERT(rect.isSorted());
if (!caps.floatIs32Bits()) {
// We promote the math that gets us into the Gaussian space to full float when the rect
// coords are large. If we don't have full float then fail. We could probably clip the
@ -85,55 +101,91 @@ static sk_sp<GrTextureProxy> CreateBlurProfileTexture(GrProxyProvider* proxyProv
}
}
// The profilee straddles the rect edges (half inside, half outside). Thus if the profile
// size is greater than the rect width/height then the area at the center of the rect is
// influenced by both edges. This is not handled by this effect.
float profileSize = 6 * sigma;
if (profileSize >= (float) rect.width() || profileSize >= (float) rect.height()) {
// if the blur sigma is too large so the gaussian overlaps the whole
// rect in either direction, fall back to CPU path for now.
const float sixSigma = 6 * sigma;
auto integral = CreateIntegralTexture(proxyProvider, sixSigma);
if (!integral) {
return nullptr;
}
auto profile = CreateBlurProfileTexture(proxyProvider, profileSize);
if (!profile) {
return nullptr;
}
// The profile is calculated such that the midpoint is at the rect's edge. To simplify
// calculating texture coords in the shader, we inset the rect such that the profile
// can be used with one end point aligned to the edges of the rect uniform. The texture
// coords should be scaled such that the profile is sampled over a 6 sigma range so inset
// by 3 sigma.
float halfWidth = profileSize / 2;
auto insetR = rect.makeInset(halfWidth, halfWidth);
// inverse of the width over which the profile texture should be interpolated outward from
// the inset rect.
float invWidth = 1.f / profileSize;
return std::unique_ptr<GrFragmentProcessor>(new GrRectBlurEffect(
insetR, std::move(profile), invWidth, GrSamplerState::ClampBilerp()));
// In the fast variant we think of the midpoint of the integral texture as aligning
// with the closest rect edge both in x and y. To simplify texture coord calculation we
// inset the rect so that the edge of the inset rect corresponds to t = 0 in the texture.
// It actually simplifies things a bit in the !isFast case, too.
float threeSigma = sixSigma / 2;
SkRect insetRect = {rect.fLeft + threeSigma,
rect.fTop + threeSigma,
rect.fRight - threeSigma,
rect.fBottom - threeSigma};
// In our fast variant we find the nearest horizontal and vertical edges and for each
// do a lookup in the integral texture for each and multiply them. When the rect is
// less than 6 sigma wide then things aren't so simple and we have to consider both the
// left and right edge of the rectangle (and similar in y).
bool isFast = insetRect.isSorted();
// 1 / (6 * sigma) is the domain of the integral texture. We use the inverse to produce
// normalized texture coords from frag coord distances.
float invSixSigma = 1.f / sixSigma;
return std::unique_ptr<GrFragmentProcessor>(new GrRectBlurEffect(insetRect,
std::move(integral), invSixSigma, isFast, GrSamplerState::ClampBilerp()));
}
}
void main() {
// Get the smaller of the signed distance from the frag coord to the left and right edges
// and similar for y.
// The blur profile computed by SkMaskFilter::ComputeBlurProfile is actually 1 - integral.
// The integral is an S-looking shape that is symmetric about 0, so we just compute x and
// "backwards" such that texture coord is 1 at the edge and goes to 0 as we move outward.
half x;
@if (highp) {
x = max(half(rectF.x - sk_FragCoord.x), half(sk_FragCoord.x - rectF.z));
half xCoverage, yCoverage;
@if (isFast) {
// Get the smaller of the signed distance from the frag coord to the left and right
// edges and similar for y.
// The integral texture goes "backwards" (from 3*sigma to -3*sigma), So, the below
// computations align the left edge of the integral texture with the inset rect's edge
// extending outward 6 * sigma from the inset rect.
half x, y;
@if (highp) {
x = max(half(rectF.x - sk_FragCoord.x), half(sk_FragCoord.x - rectF.z));
y = max(half(rectF.y - sk_FragCoord.y), half(sk_FragCoord.y - rectF.w));
} else {
x = max(half(rectH.x - sk_FragCoord.x), half(sk_FragCoord.x - rectH.z));
y = max(half(rectH.y - sk_FragCoord.y), half(sk_FragCoord.y - rectH.w));
}
xCoverage = sample(integral, half2(x * invSixSigma, 0.5)).a;
yCoverage = sample(integral, half2(y * invSixSigma, 0.5)).a;
sk_OutColor = sk_InColor * xCoverage * yCoverage;
} else {
x = max(half(rectH.x - sk_FragCoord.x), half(sk_FragCoord.x - rectH.z));
// We just consider just the x direction here. In practice we compute x and y separately
// and multiply them together.
// We define our coord system so that the point at which we're evaluating a kernel
// defined by the normal distribution (K) as 0. In this coord system let L be left
// edge and R be the right edge of the rectangle.
// We can calculate C by integrating K with the half infinite ranges outside the L to R
// range and subtracting from 1:
// C = 1 - <integral of K from from -inf to L> - <integral of K from R to inf>
// K is symmetric about x=0 so:
// C = 1 - <integral of K from from -inf to L> - <integral of K from -inf to -R>
// The integral texture goes "backwards" (from 3*sigma to -3*sigma) which is factored
// in to the below calculations.
// Also, our rect uniform was pre-inset by 3 sigma from the actual rect being blurred,
// also factored in.
half l, r, t, b;
@if (highp) {
l = half(sk_FragCoord.x - rectF.x);
r = half(rectF.z - sk_FragCoord.x);
t = half(sk_FragCoord.y - rectF.y);
b = half(rectF.w - sk_FragCoord.y);
} else {
l = half(sk_FragCoord.x - rectH.x);
r = half(rectH.z - sk_FragCoord.x);
t = half(sk_FragCoord.y - rectH.y);
b = half(rectH.w - sk_FragCoord.y);
}
half il = 1 + l * invSixSigma;
half ir = 1 + r * invSixSigma;
half it = 1 + t * invSixSigma;
half ib = 1 + b * invSixSigma;
xCoverage = 1 - sample(integral, half2(il, 0.5)).a
- sample(integral, half2(ir, 0.5)).a;
yCoverage = 1 - sample(integral, half2(it, 0.5)).a
- sample(integral, half2(ib, 0.5)).a;
}
half y;
@if (highp) {
y = max(half(rectF.y - sk_FragCoord.y), half(sk_FragCoord.y - rectF.w));
} else {
y = max(half(rectH.y - sk_FragCoord.y), half(sk_FragCoord.y - rectH.w));
}
half xCoverage = sample(blurProfile, half2(x * invProfileWidth, 0.5)).a;
half yCoverage = sample(blurProfile, half2(y * invProfileWidth, 0.5)).a;
sk_OutColor = sk_InColor * xCoverage * yCoverage;
}

View File

@ -25,8 +25,10 @@ public:
(void)_outer;
auto rect = _outer.rect;
(void)rect;
auto invProfileWidth = _outer.invProfileWidth;
(void)invProfileWidth;
auto invSixSigma = _outer.invSixSigma;
(void)invSixSigma;
auto isFast = _outer.isFast;
(void)isFast;
highp = ((abs(rect.left()) > 16000.0 || abs(rect.top()) > 16000.0) ||
abs(rect.right()) > 16000.0) ||
abs(rect.bottom()) > 16000.0;
@ -38,33 +40,65 @@ public:
rectHVar = args.fUniformHandler->addUniform(kFragment_GrShaderFlag, kHalf4_GrSLType,
"rectH");
}
invProfileWidthVar = args.fUniformHandler->addUniform(kFragment_GrShaderFlag,
kHalf_GrSLType, "invProfileWidth");
invSixSigmaVar = args.fUniformHandler->addUniform(kFragment_GrShaderFlag, kHalf_GrSLType,
"invSixSigma");
fragBuilder->codeAppendf(
"/* key */ bool highp = %s;\nhalf x;\n@if (highp) {\n x = max(half(%s.x - "
"sk_FragCoord.x), half(sk_FragCoord.x - %s.z));\n} else {\n x = "
"max(half(float(%s.x) - sk_FragCoord.x), half(sk_FragCoord.x - "
"float(%s.z)));\n}\nhalf y;\n@if (highp) {\n y = max(half(%s.y - "
"sk_FragCoord.y), half(sk_FragCoord.y - %s.w));\n} else {\n y = "
"max(half(float(%s.y) - sk_FragCoord.y), half(sk_FragCoord.y - "
"float(%s.w)));\n}\nhalf xCoverage = sample(%s, float2(half2(x * %s, "
"0.5))).%s.w;\nhalf yCoverage = sample(%s, flo",
(highp ? "true" : "false"),
"/* key */ bool highp = %s;\nhalf xCoverage, yCoverage;\n@if (%s) {\n half x, "
"y;\n @if (highp) {\n x = max(half(%s.x - sk_FragCoord.x), "
"half(sk_FragCoord.x - %s.z));\n y = max(half(%s.y - sk_FragCoord.y), "
"half(sk_FragCoord.y - %s.w));\n } else {\n x = max(half(float(%s.x) - "
"sk_FragCoord.x), half(sk_FragCoord.x - float(%s.z)));\n y = "
"max(half(float(%s.y) - sk_FragCoord.y), half(sk_FragCoord.y - float(%s.w)));\n "
"}\n xCoverage = sample(%s, float2(half2(x * %s, 0.5))).",
(highp ? "true" : "false"), (_outer.isFast ? "true" : "false"),
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
rectHVar.isValid() ? args.fUniformHandler->getUniformCStr(rectHVar) : "half4(0)",
rectHVar.isValid() ? args.fUniformHandler->getUniformCStr(rectHVar) : "half4(0)",
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
rectHVar.isValid() ? args.fUniformHandler->getUniformCStr(rectHVar) : "half4(0)",
rectHVar.isValid() ? args.fUniformHandler->getUniformCStr(rectHVar) : "half4(0)",
fragBuilder->getProgramBuilder()->samplerVariable(args.fTexSamplers[0]),
args.fUniformHandler->getUniformCStr(invProfileWidthVar),
fragBuilder->getProgramBuilder()->samplerSwizzle(args.fTexSamplers[0]).c_str(),
fragBuilder->getProgramBuilder()->samplerVariable(args.fTexSamplers[0]));
args.fUniformHandler->getUniformCStr(invSixSigmaVar));
fragBuilder->codeAppendf(
"at2(half2(y * %s, 0.5))).%s.w;\n%s = (%s * xCoverage) * yCoverage;\n",
args.fUniformHandler->getUniformCStr(invProfileWidthVar),
"%s.w;\n yCoverage = sample(%s, float2(half2(y * %s, 0.5))).%s.w;\n %s = (%s "
"* xCoverage) * yCoverage;\n} else {\n half l, r, t, b;\n @if (highp) {\n "
" l = half(sk_FragCoord.x - %s.x);\n r = half(%s.z - sk_FragCoord.x);\n "
" t = half(sk_FragCoord.y - %s.y);\n b = half(%s.w - "
"sk_FragCoord.y);\n } else {\n l = half(sk_FragCoord.x - float(%s.x));\n "
" r = half(float(%s.z) - sk_FragCoord.x);\n t = half(sk_FragCoord.y - "
"float(%s.y));\n b = half(float(",
fragBuilder->getProgramBuilder()->samplerSwizzle(args.fTexSamplers[0]).c_str(),
fragBuilder->getProgramBuilder()->samplerVariable(args.fTexSamplers[0]),
args.fUniformHandler->getUniformCStr(invSixSigmaVar),
fragBuilder->getProgramBuilder()->samplerSwizzle(args.fTexSamplers[0]).c_str(),
args.fOutputColor, args.fInputColor,
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
rectFVar.isValid() ? args.fUniformHandler->getUniformCStr(rectFVar) : "float4(0)",
rectHVar.isValid() ? args.fUniformHandler->getUniformCStr(rectHVar) : "half4(0)",
rectHVar.isValid() ? args.fUniformHandler->getUniformCStr(rectHVar) : "half4(0)",
rectHVar.isValid() ? args.fUniformHandler->getUniformCStr(rectHVar) : "half4(0)");
fragBuilder->codeAppendf(
"%s.w) - sk_FragCoord.y);\n }\n half il = 1.0 + l * %s;\n half ir = 1.0 + "
"r * %s;\n half it = 1.0 + t * %s;\n half ib = 1.0 + b * %s;\n xCoverage "
"= (1.0 - sample(%s, float2(half2(il, 0.5))).%s.w) - sample(%s, float2(half2(ir, "
"0.5))).%s.w;\n yCoverage = (1.0 - sample(%s, float2(half2(it, 0.5))).%s.w) - "
"sample(%s, float2(half2(ib, 0.5))).%s.w;\n}\n%s = (%s * xCoverage) * yCoverage;\n",
rectHVar.isValid() ? args.fUniformHandler->getUniformCStr(rectHVar) : "half4(0)",
args.fUniformHandler->getUniformCStr(invSixSigmaVar),
args.fUniformHandler->getUniformCStr(invSixSigmaVar),
args.fUniformHandler->getUniformCStr(invSixSigmaVar),
args.fUniformHandler->getUniformCStr(invSixSigmaVar),
fragBuilder->getProgramBuilder()->samplerVariable(args.fTexSamplers[0]),
fragBuilder->getProgramBuilder()->samplerSwizzle(args.fTexSamplers[0]).c_str(),
fragBuilder->getProgramBuilder()->samplerVariable(args.fTexSamplers[0]),
fragBuilder->getProgramBuilder()->samplerSwizzle(args.fTexSamplers[0]).c_str(),
fragBuilder->getProgramBuilder()->samplerVariable(args.fTexSamplers[0]),
fragBuilder->getProgramBuilder()->samplerSwizzle(args.fTexSamplers[0]).c_str(),
fragBuilder->getProgramBuilder()->samplerVariable(args.fTexSamplers[0]),
fragBuilder->getProgramBuilder()->samplerSwizzle(args.fTexSamplers[0]).c_str(),
args.fOutputColor, args.fInputColor);
}
@ -73,18 +107,20 @@ private:
void onSetData(const GrGLSLProgramDataManager& pdman,
const GrFragmentProcessor& _proc) override {
const GrRectBlurEffect& _outer = _proc.cast<GrRectBlurEffect>();
{ pdman.set1f(invProfileWidthVar, (_outer.invProfileWidth)); }
{ pdman.set1f(invSixSigmaVar, (_outer.invSixSigma)); }
auto rect = _outer.rect;
(void)rect;
UniformHandle& rectF = rectFVar;
(void)rectF;
UniformHandle& rectH = rectHVar;
(void)rectH;
GrSurfaceProxy& blurProfileProxy = *_outer.textureSampler(0).proxy();
GrTexture& blurProfile = *blurProfileProxy.peekTexture();
(void)blurProfile;
UniformHandle& invProfileWidth = invProfileWidthVar;
(void)invProfileWidth;
GrSurfaceProxy& integralProxy = *_outer.textureSampler(0).proxy();
GrTexture& integral = *integralProxy.peekTexture();
(void)integral;
UniformHandle& invSixSigma = invSixSigmaVar;
(void)invSixSigma;
auto isFast = _outer.isFast;
(void)isFast;
float r[]{rect.fLeft, rect.fTop, rect.fRight, rect.fBottom};
pdman.set4fv(highp ? rectF : rectH, 1, r);
@ -92,7 +128,7 @@ private:
bool highp = false;
UniformHandle rectFVar;
UniformHandle rectHVar;
UniformHandle invProfileWidthVar;
UniformHandle invSixSigmaVar;
};
GrGLSLFragmentProcessor* GrRectBlurEffect::onCreateGLSLInstance() const {
return new GrGLSLRectBlurEffect();
@ -103,27 +139,30 @@ void GrRectBlurEffect::onGetGLSLProcessorKey(const GrShaderCaps& caps,
abs(rect.right()) > 16000.0) ||
abs(rect.bottom()) > 16000.0;
b->add32((int32_t)highp);
b->add32((int32_t)isFast);
}
bool GrRectBlurEffect::onIsEqual(const GrFragmentProcessor& other) const {
const GrRectBlurEffect& that = other.cast<GrRectBlurEffect>();
(void)that;
if (rect != that.rect) return false;
if (blurProfile != that.blurProfile) return false;
if (invProfileWidth != that.invProfileWidth) return false;
if (integral != that.integral) return false;
if (invSixSigma != that.invSixSigma) return false;
if (isFast != that.isFast) return false;
return true;
}
GrRectBlurEffect::GrRectBlurEffect(const GrRectBlurEffect& src)
: INHERITED(kGrRectBlurEffect_ClassID, src.optimizationFlags())
, rect(src.rect)
, blurProfile(src.blurProfile)
, invProfileWidth(src.invProfileWidth) {
, integral(src.integral)
, invSixSigma(src.invSixSigma)
, isFast(src.isFast) {
this->setTextureSamplerCnt(1);
}
std::unique_ptr<GrFragmentProcessor> GrRectBlurEffect::clone() const {
return std::unique_ptr<GrFragmentProcessor>(new GrRectBlurEffect(*this));
}
const GrFragmentProcessor::TextureSampler& GrRectBlurEffect::onTextureSampler(int index) const {
return IthTextureSampler(index, blurProfile);
return IthTextureSampler(index, integral);
}
GR_DEFINE_FRAGMENT_PROCESSOR_TEST(GrRectBlurEffect);
#if GR_TEST_UTILS

View File

@ -12,6 +12,8 @@
#define GrRectBlurEffect_DEFINED
#include "include/core/SkTypes.h"
#include <cmath>
#include "include/core/SkRect.h"
#include "include/core/SkScalar.h"
#include "src/core/SkBlurMask.h"
#include "src/core/SkMathPriv.h"
@ -22,47 +24,53 @@
#include "src/gpu/GrFragmentProcessor.h"
class GrRectBlurEffect : public GrFragmentProcessor {
public:
static sk_sp<GrTextureProxy> CreateBlurProfileTexture(GrProxyProvider* proxyProvider,
float sixSigma) {
// The "profile" we are calculating is the integral of a Gaussian with 'sigma' and a half
// plane. All such profiles are just scales of each other. So all we really care about is
// having enough resolution so that the linear interpolation done in texture lookup doesn't
// introduce noticeable artifacts. SkBlurMask::ComputeBlurProfile() produces profiles with
// ceil(6 * sigma) entries. We conservatively choose to have 2 texels for each dst pixel.
int minProfileWidth = 2 * sk_float_ceil2int(sixSigma);
// Bin by powers of 2 with a minimum so we get good profile reuse (remember we can just
// scale the texture coords to span the larger profile over a 6 sigma distance).
int profileWidth = SkTMax(SkNextPow2(minProfileWidth), 32);
static sk_sp<GrTextureProxy> CreateIntegralTexture(GrProxyProvider* proxyProvider,
float sixSigma) {
// The texture we're producing represents the integral of a normal distribution over a
// six-sigma range centered at zero. We want enough resolution so that the linear
// interpolation done in texture lookup doesn't introduce noticeable artifacts. We
// conservatively choose to have 2 texels for each dst pixel.
int minWidth = 2 * sk_float_ceil2int(sixSigma);
// Bin by powers of 2 with a minimum so we get good profile reuse.
int width = SkTMax(SkNextPow2(minWidth), 32);
static const GrUniqueKey::Domain kDomain = GrUniqueKey::GenerateDomain();
GrUniqueKey key;
GrUniqueKey::Builder builder(&key, kDomain, 1, "Rect Blur Mask");
builder[0] = profileWidth;
builder[0] = width;
builder.finish();
sk_sp<GrTextureProxy> blurProfile(proxyProvider->findOrCreateProxyByUniqueKey(
sk_sp<GrTextureProxy> proxy(proxyProvider->findOrCreateProxyByUniqueKey(
key, GrColorType::kAlpha_8, kTopLeft_GrSurfaceOrigin));
if (!blurProfile) {
if (!proxy) {
SkBitmap bitmap;
if (!bitmap.tryAllocPixels(SkImageInfo::MakeA8(profileWidth, 1))) {
if (!bitmap.tryAllocPixels(SkImageInfo::MakeA8(width, 1))) {
return nullptr;
}
SkBlurMask::ComputeBlurProfile(bitmap.getAddr8(0, 0), profileWidth, profileWidth / 6.f);
*bitmap.getAddr8(0, 0) = 255;
const float invWidth = 1.f / width;
for (int i = 1; i < width - 1; ++i) {
float x = (i + 0.5f) * invWidth;
x = (-6 * x + 3) * SK_ScalarRoot2Over2;
float integral = 0.5f * (std::erf(x) + 1.f);
*bitmap.getAddr8(i, 0) = SkToU8(sk_float_round2int(255.f * integral));
}
*bitmap.getAddr8(width - 1, 0) = 0;
bitmap.setImmutable();
blurProfile = proxyProvider->createProxyFromBitmap(bitmap, GrMipMapped::kNo);
if (!blurProfile) {
proxy = proxyProvider->createProxyFromBitmap(bitmap, GrMipMapped::kNo);
if (!proxy) {
return nullptr;
}
SkASSERT(blurProfile->origin() == kTopLeft_GrSurfaceOrigin);
proxyProvider->assignUniqueKeyToProxy(key, blurProfile.get());
SkASSERT(proxy->origin() == kTopLeft_GrSurfaceOrigin);
proxyProvider->assignUniqueKeyToProxy(key, proxy.get());
}
return blurProfile;
return proxy;
}
static std::unique_ptr<GrFragmentProcessor> Make(GrProxyProvider* proxyProvider,
const GrShaderCaps& caps, const SkRect& rect,
float sigma) {
SkASSERT(rect.isSorted());
if (!caps.floatIs32Bits()) {
// We promote the math that gets us into the Gaussian space to full float when the rect
// coords are large. If we don't have full float then fail. We could probably clip the
@ -73,48 +81,49 @@ public:
}
}
// The profilee straddles the rect edges (half inside, half outside). Thus if the profile
// size is greater than the rect width/height then the area at the center of the rect is
// influenced by both edges. This is not handled by this effect.
float profileSize = 6 * sigma;
if (profileSize >= (float)rect.width() || profileSize >= (float)rect.height()) {
// if the blur sigma is too large so the gaussian overlaps the whole
// rect in either direction, fall back to CPU path for now.
const float sixSigma = 6 * sigma;
auto integral = CreateIntegralTexture(proxyProvider, sixSigma);
if (!integral) {
return nullptr;
}
auto profile = CreateBlurProfileTexture(proxyProvider, profileSize);
if (!profile) {
return nullptr;
}
// The profile is calculated such that the midpoint is at the rect's edge. To simplify
// calculating texture coords in the shader, we inset the rect such that the profile
// can be used with one end point aligned to the edges of the rect uniform. The texture
// coords should be scaled such that the profile is sampled over a 6 sigma range so inset
// by 3 sigma.
float halfWidth = profileSize / 2;
auto insetR = rect.makeInset(halfWidth, halfWidth);
// inverse of the width over which the profile texture should be interpolated outward from
// the inset rect.
float invWidth = 1.f / profileSize;
return std::unique_ptr<GrFragmentProcessor>(new GrRectBlurEffect(
insetR, std::move(profile), invWidth, GrSamplerState::ClampBilerp()));
// In the fast variant we think of the midpoint of the integral texture as aligning
// with the closest rect edge both in x and y. To simplify texture coord calculation we
// inset the rect so that the edge of the inset rect corresponds to t = 0 in the texture.
// It actually simplifies things a bit in the !isFast case, too.
float threeSigma = sixSigma / 2;
SkRect insetRect = {rect.fLeft + threeSigma, rect.fTop + threeSigma,
rect.fRight - threeSigma, rect.fBottom - threeSigma};
// In our fast variant we find the nearest horizontal and vertical edges and for each
// do a lookup in the integral texture for each and multiply them. When the rect is
// less than 6 sigma wide then things aren't so simple and we have to consider both the
// left and right edge of the rectangle (and similar in y).
bool isFast = insetRect.isSorted();
// 1 / (6 * sigma) is the domain of the integral texture. We use the inverse to produce
// normalized texture coords from frag coord distances.
float invSixSigma = 1.f / sixSigma;
return std::unique_ptr<GrFragmentProcessor>(
new GrRectBlurEffect(insetRect, std::move(integral), invSixSigma, isFast,
GrSamplerState::ClampBilerp()));
}
GrRectBlurEffect(const GrRectBlurEffect& src);
std::unique_ptr<GrFragmentProcessor> clone() const override;
const char* name() const override { return "RectBlurEffect"; }
SkRect rect;
TextureSampler blurProfile;
float invProfileWidth;
TextureSampler integral;
float invSixSigma;
bool isFast;
private:
GrRectBlurEffect(SkRect rect, sk_sp<GrTextureProxy> blurProfile, float invProfileWidth,
GrRectBlurEffect(SkRect rect, sk_sp<GrTextureProxy> integral, float invSixSigma, bool isFast,
GrSamplerState samplerParams)
: INHERITED(kGrRectBlurEffect_ClassID,
(OptimizationFlags)kCompatibleWithCoverageAsAlpha_OptimizationFlag)
, rect(rect)
, blurProfile(std::move(blurProfile), samplerParams)
, invProfileWidth(invProfileWidth) {
, integral(std::move(integral), samplerParams)
, invSixSigma(invSixSigma)
, isFast(isFast) {
this->setTextureSamplerCnt(1);
}
GrGLSLFragmentProcessor* onCreateGLSLInstance() const override;

View File

@ -6,6 +6,7 @@
#define TimeUtils_DEFINED
#include "include/core/SkTypes.h"
#include "include/private/SkFloatingPoint.h"
#include <cmath>
@ -43,5 +44,19 @@ namespace TimeUtils {
double diff = ::fabs(value - half);
return (float)(ends + (1.0 - diff / half) * (mid - ends));
}
static inline float SineWave(double time,
float periodInSecs,
float phaseInSecs,
float min,
float max) {
if (periodInSecs < 0.f) {
return (min + max) / 2.f;
}
double t = NanosToSeconds(time) + phaseInSecs;
t *= 2 * SK_FloatPI / periodInSecs;
float halfAmplitude = (max - min) / 2.f;
return halfAmplitude * std::sin(t) + halfAmplitude + min;
}
} // namespace TimeUtils
#endif