Align SkLumaColorFilter with the spec.

The spec requires the resulting RGB channels for LuminanceToAlpha to be
0 (and not just scaled by the luminance value</facepalm>):

  | R' |     |      0        0        0  0  0 |   | R |
  | G' |     |      0        0        0  0  0 |   | G |
  | B' |  =  |      0        0        0  0  0 | * | B |
  | A' |     | 0.2125   0.7154   0.0721  0  0 |   | A |
  | 1  |     |      0        0        0  0  1 |   | 1 |

(http://www.w3.org/TR/2011/REC-SVG11-20110816/filters.html#feColorMatrixElement)

This doesn't affect luminance masking (which depends only on the
resulting alpha channel), but other color filter users may care
about all color components.

R=bsalomon@google.com, reed@google.com, robertphillips@google.com

Author: fmalita@chromium.org

Review URL: https://codereview.chromium.org/26467003

git-svn-id: http://skia.googlecode.com/svn/trunk@11713 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
commit-bot@chromium.org 2013-10-10 20:13:51 +00:00
parent a7538baeae
commit d494b09f55
4 changed files with 30 additions and 50 deletions

View File

@ -34,6 +34,7 @@ static void draw_scene(SkCanvas* canvas, SkColorFilter* filter,
c = bounds;
c.fRight = bounds.centerX();
paint.setARGB(0x20, 0, 0, 0xff);
canvas->drawRect(bounds, paint);
canvas->saveLayer(&bounds, NULL);

View File

@ -15,9 +15,10 @@
* http://www.w3.org/TR/SVG/masking.html#Masking
* http://www.w3.org/TR/css-masking/#MaskValues
*
* Each color is scaled by the (unpremultiplied) luminance value:
* The resulting color is black with transparency equal to the
* luminance value modulated by alpha:
*
* C' = [Lum * a, Lum * r, Lum * g, Lum * b]
* C' = [ Lum * a, 0, 0, 0 ]
*
*/
class SK_API SkLumaColorFilter : public SkColorFilter {

View File

@ -9,7 +9,6 @@
#include "SkColorPriv.h"
#include "SkString.h"
#include "SkUnPreMultiply.h"
#if SK_SUPPORT_GPU
#include "gl/GrGLEffect.h"
@ -19,44 +18,21 @@
void SkLumaColorFilter::filterSpan(const SkPMColor src[], int count,
SkPMColor dst[]) const {
const SkUnPreMultiply::Scale* table = SkUnPreMultiply::GetScaleTable();
for (int i = 0; i < count; ++i) {
SkPMColor c = src[i];
unsigned r = SkGetPackedR32(c);
unsigned g = SkGetPackedG32(c);
unsigned b = SkGetPackedB32(c);
unsigned a = SkGetPackedA32(c);
// No need to do anything for white (luminance == 1.0)
if (a != r || a != g || a != b) {
/*
* To avoid un-premultiplying multiple components, we can start
* with the luminance computed in PM space:
*
* Lum = i * (r / a) + j * (g / a) + k * (b / a)
* Lum = (i * r + j * g + k * b) / a
* Lum = Lum'(PM) / a
*
* Then the filter function is:
*
* C' = [ Lum * a, Lum * r, Lum * g, Lum * b ]
*
* which is equivalent to:
*
* C' = [ Lum'(PM), Lum * r, Lum * g, Lum * b ]
*/
unsigned pm_lum = SkComputeLuminance(r, g, b);
unsigned lum = SkUnPreMultiply::ApplyScale(table[a], pm_lum);
c = SkPackARGB32(pm_lum,
SkMulDiv255Round(r, lum),
SkMulDiv255Round(g, lum),
SkMulDiv255Round(b, lum));
}
dst[i] = c;
/*
* While LuminanceToAlpha is defined to operate on un-premultiplied
* inputs, due to the final alpha scaling it can be computed based on
* premultipled components:
*
* LumA = (k1 * r / a + k2 * g / a + k3 * b / a) * a
* LumA = (k1 * r + k2 * g + k3 * b)
*/
unsigned luma = SkComputeLuminance(SkGetPackedR32(c),
SkGetPackedG32(c),
SkGetPackedB32(c));
dst[i] = SkPackARGB32(luma, 0, 0, 0);
}
}
@ -97,7 +73,9 @@ public:
virtual void getConstantColorComponents(GrColor* color,
uint32_t* validFlags) const SK_OVERRIDE {
*validFlags = 0;
// The output is always black.
*color = GrColorPackRGBA(0, 0, 0, GrColorUnpackA(*color));
*validFlags = kRGB_GrColorComponentFlags;
}
class GLEffect : public GrGLEffect {
@ -123,16 +101,13 @@ public:
inputColor = "vec4(1)";
}
// The max() is to guard against 0 / 0 during unpremul when the incoming color is
// transparent black.
builder->fsCodeAppendf("\tfloat nonZeroAlpha = max(%s.a, 0.00001);\n", inputColor);
builder->fsCodeAppendf("\tfloat luma = dot(vec3(%f, %f, %f), %s.rgb);\n",
SK_ITU_BT709_LUM_COEFF_R,
SK_ITU_BT709_LUM_COEFF_G,
SK_ITU_BT709_LUM_COEFF_B,
inputColor);
builder->fsCodeAppendf("\t%s = vec4(%s.rgb * luma / nonZeroAlpha, luma);\n",
outputColor, inputColor);
builder->fsCodeAppendf("\t%s = vec4(0, 0, 0, luma);\n",
outputColor);
}

View File

@ -101,11 +101,14 @@ static void test_lumaColorFilter(skiatest::Reporter* reporter) {
SkPMColor in, out;
SkAutoTUnref<SkColorFilter> lf(SkLumaColorFilter::Create());
// Applying luma to white is a nop (luminance(white) == 1.0)
// Applying luma to white produces black with the same transparency.
for (unsigned i = 0; i < 256; ++i) {
in = SkPackARGB32(i, i, i, i);
lf->filterSpan(&in, 1, &out);
REPORTER_ASSERT(reporter, out == in);
REPORTER_ASSERT(reporter, SkGetPackedA32(out) == i);
REPORTER_ASSERT(reporter, SkGetPackedR32(out) == 0);
REPORTER_ASSERT(reporter, SkGetPackedG32(out) == 0);
REPORTER_ASSERT(reporter, SkGetPackedB32(out) == 0);
}
// Applying luma to black yields transparent black (luminance(black) == 0)
@ -115,15 +118,15 @@ static void test_lumaColorFilter(skiatest::Reporter* reporter) {
REPORTER_ASSERT(reporter, out == SK_ColorTRANSPARENT);
}
// For general colors, a luma filter has an attenuating effect.
// For general colors, a luma filter generates black with an attenuated alpha channel.
for (unsigned i = 1; i < 256; ++i) {
in = SkPackARGB32(i, i, i / 2, i / 3);
lf->filterSpan(&in, 1, &out);
REPORTER_ASSERT(reporter, out != in);
REPORTER_ASSERT(reporter, SkGetPackedA32(out) <= i);
REPORTER_ASSERT(reporter, SkGetPackedR32(out) <= i);
REPORTER_ASSERT(reporter, SkGetPackedG32(out) <= i / 2);
REPORTER_ASSERT(reporter, SkGetPackedB32(out) <= i / 3);
REPORTER_ASSERT(reporter, SkGetPackedR32(out) == 0);
REPORTER_ASSERT(reporter, SkGetPackedG32(out) == 0);
REPORTER_ASSERT(reporter, SkGetPackedB32(out) == 0);
}
}