| /* | |
| * Copyright 2023 Google LLC | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #ifndef SkBlurEngine_DEFINED | |
| #define SkBlurEngine_DEFINED | |
| #include "include/core/SkM44.h" // IWYU pragma: keep | |
| #include "include/core/SkRefCnt.h" | |
| #include "include/core/SkSize.h" | |
| #include "include/core/SkSpan.h" | |
| #include "include/private/SkFloatingPoint.h" | |
| #include <algorithm> | |
| #include <array> | |
| #include <cmath> | |
| class SkDevice; | |
| class SkRuntimeEffect; | |
| class SkRuntimeEffectBuilder; | |
| class SkSpecialImage; | |
| struct SkImageInfo; | |
| struct SkIRect; | |
| enum class SkFilterMode; | |
| enum class SkTileMode; | |
| enum SkColorType : int; | |
| /** | |
| * SkBlurEngine is a backend-agnostic provider of blur algorithms. Each Skia backend defines a blur | |
| * engine with a set of supported algorithms and/or implementations. A given implementation may be | |
| * optimized for a particular color type, sigma range, or available hardware. Each engine and its | |
| * algorithms are assumed to operate only on SkImages corresponding to its Skia backend, and will | |
| * produce output SkImages of the same type. | |
| * | |
| * Algorithms are allowed to specify a maximum supported sigma. If the desired sigma is higher than | |
| * this, the input image and output region must be downscaled by the caller before invoking the | |
| * algorithm. This is to provide the most flexibility for input representation (e.g. directly | |
| * rasterize at half resolution or apply deferred filter effects during the first downsample pass). | |
| * | |
| * skif::FilterResult::Builder::blur() is a convenient wrapper around the blur engine and | |
| * automatically handles resizing. | |
| */ | |
| class SkBlurEngine { | |
| public: | |
| class Algorithm; | |
| virtual ~SkBlurEngine() = default; | |
| // Returns an Algorithm ideal for the requested 'sigma' that will support sampling an image of | |
| // the given 'colorType'. If the engine does not support the requested configuration, it returns | |
| // null. The engine maintains the lifetime of its algorithms, so the returned non-null | |
| // Algorithms live as long as the engine does. | |
| virtual const Algorithm* findAlgorithm(SkSize sigma, | |
| SkColorType colorType) const = 0; | |
| // TODO: Consolidate common utility functions from SkBlurMask.h into this header. | |
| // Any sigmas smaller than this are effectively an identity blur so can skip convolution at a | |
| // higher level. The value was chosen because it corresponds roughly to a radius of 1/10px, and | |
| // because 2*sigma^2 is slightly greater than SK_ScalarNearlyZero. | |
| static constexpr bool IsEffectivelyIdentity(float sigma) { return sigma <= 0.03f; } | |
| // Convert from a sigma Gaussian standard deviation to a pixel radius such that pixels outside | |
| // the radius would have an insignificant contribution to the final blurred value. | |
| static int SigmaToRadius(float sigma) { | |
| // sk_float_ceil2int is not constexpr | |
| return IsEffectivelyIdentity(sigma) ? 0 : sk_float_ceil2int(3.f * sigma); | |
| } | |
| // Get the default CPU-backed SkBlurEngine. This has specialized algorithms for 32-bit RGBA | |
| // and BGRA colors, and A8 alpha-only images when the sigma is large enough. For small blurs | |
| // and other color types, it uses SkShaderBlurAlgorithm backed by the raster pipeline. | |
| static const SkBlurEngine* GetRasterBlurEngine(); | |
| // TODO: These are internal functions of the raster blur engine but need to be public for legacy | |
| // code paths to invoke them directly. | |
| // Calculate the successive box blur window for a given sigma. This is defined by the SVG spec: | |
| // https://drafts.fxtf.org/filter-effects/#feGaussianBlurElement | |
| // | |
| // NOTE: The successive box blur approximation is too inaccurate for cases where sigma < 2, | |
| // which works out to a window size of 4. If the window is smaller than this on both axes, the | |
| // successive box blur should not be used. If only one axis is this small, assume the | |
| // inaccuracies are hidden to avoid having to mix a shader-based blur and a box blur. | |
| static int BoxBlurWindow(float sigma) { | |
| int possibleWindow = sk_float_floor2int(sigma * 3 * sqrt(2 * SK_FloatPI) / 4 + 0.5f); | |
| return std::max(1, possibleWindow); | |
| } | |
| }; | |
| class SkBlurEngine::Algorithm { | |
| public: | |
| virtual ~Algorithm() = default; | |
| // The maximum sigma that can be passed to blur() in the X and/or Y sigma values. Larger | |
| // requested sigmas must manually downscale the input image and upscale the output image. | |
| virtual float maxSigma() const = 0; | |
| // Whether or not the SkTileMode can be passed to blur() must be SkTileMode::kDecal, or if any | |
| // tile mode is supported. If only kDecal is supported, then callers must manually apply the | |
| // tilemode and account for that in the src and dst bounds passed into blur(). If this returns | |
| // false, then the algorithm supports all SkTileModes. | |
| // TODO: Once CPU blurs support all tile modes, this API can go away. | |
| virtual bool supportsOnlyDecalTiling() const = 0; | |
| // Produce a blurred image that fills 'dstRect' (their dimensions will match). 'dstRect's top | |
| // left corner defines the output's location relative to the 'src' image. 'srcRect' restricts | |
| // the pixels that are included in the blur and is also relative to 'src'. The 'tileMode' | |
| // applies to the boundary of 'srcRect', which must be contained within 'src's dimensions. | |
| // | |
| // 'srcRect' and 'dstRect' may be different sizes and even be disjoint. | |
| // | |
| // The returned SkImage will have the same color type and colorspace as the input image. It will | |
| // be an SkImage type matching the underlying Skia backend. If the 'src' SkImage is not a | |
| // compatible SkImage type, null is returned. | |
| // TODO(b/299474380): This only takes SkSpecialImage to work with skif::FilterResult and | |
| // SkDevice::snapSpecial(); SkImage would be ideal. | |
| virtual sk_sp<SkSpecialImage> blur(SkSize sigma, | |
| sk_sp<SkSpecialImage> src, | |
| const SkIRect& srcRect, | |
| SkTileMode tileMode, | |
| const SkIRect& dstRect) const = 0; | |
| }; | |
| /** | |
| * The default blur implementation uses internal runtime effects to evaluate either a single 2D | |
| * kernel within a shader, or performs two 1D blur passes. This algorithm is backend agnostic but | |
| * must be subclassed per backend to define the SkDevice creation function. | |
| */ | |
| class SkShaderBlurAlgorithm : public SkBlurEngine::Algorithm { | |
| public: | |
| float maxSigma() const override { return kMaxLinearSigma; } | |
| bool supportsOnlyDecalTiling() const override { return false; } | |
| sk_sp<SkSpecialImage> blur(SkSize sigma, | |
| sk_sp<SkSpecialImage> src, | |
| const SkIRect& srcRect, | |
| SkTileMode tileMode, | |
| const SkIRect& dstRect) const override; | |
| private: | |
| // Create a new surface, which can be approx-fit and have undefined contents. | |
| virtual sk_sp<SkDevice> makeDevice(const SkImageInfo&) const = 0; | |
| sk_sp<SkSpecialImage> renderBlur(SkRuntimeEffectBuilder* blurEffectBuilder, | |
| SkFilterMode filter, | |
| SkISize radii, | |
| sk_sp<SkSpecialImage> input, | |
| const SkIRect& srcRect, | |
| SkTileMode tileMode, | |
| const SkIRect& dstRect) const; | |
| sk_sp<SkSpecialImage> evalBlur2D(SkSize sigma, | |
| SkISize radii, | |
| sk_sp<SkSpecialImage> input, | |
| const SkIRect& srcRect, | |
| SkTileMode tileMode, | |
| const SkIRect& dstRect) const; | |
| sk_sp<SkSpecialImage> evalBlur1D(float sigma, | |
| int radius, | |
| SkV2 dir, | |
| sk_sp<SkSpecialImage> input, | |
| SkIRect srcRect, | |
| SkTileMode tileMode, | |
| SkIRect dstRect) const; | |
| // TODO: These are internal details of the blur shaders, but are public for now because multiple | |
| // backends invoke the blur shaders directly. Once everything just goes through this class, these | |
| // can be hidden. | |
| public: | |
| // The kernel width of a Gaussian blur of the given pixel radius, when all pixels are sampled. | |
| static constexpr int KernelWidth(int radius) { return 2 * radius + 1; } | |
| // The kernel width of a Gaussian blur of the given pixel radius, that relies on HW bilinear | |
| // filtering to combine adjacent pixels. | |
| static constexpr int LinearKernelWidth(int radius) { return radius + 1; } | |
| // The maximum sigma that can be computed without downscaling is based on the number of uniforms | |
| // and texture samples the effects will make in a single pass. For 1D passes, the number of | |
| // samples is equal to `LinearKernelWidth`; for 2D passes, it is equal to | |
| // `KernelWidth(radiusX)*KernelWidth(radiusY)`. This maps back to different maximum sigmas | |
| // depending on the approach used, as well as the ratio between the sigmas for the X and Y axes | |
| // if a 2D blur is performed. | |
| static constexpr int kMaxSamples = 28; | |
| // TODO(b/297393474): Update max linear sigma to 9; it had been 4 when a full 1D kernel was | |
| // used, but never updated after the linear filtering optimization reduced the number of | |
| // sample() calls required. Keep it at 4 for now to better isolate performance changes due to | |
| // switching to a runtime effect and constant loop structure. | |
| static constexpr float kMaxLinearSigma = 4.f; // -> radius = 27 -> linear kernel width = 28 | |
| // NOTE: There is no defined kMaxBlurSigma for direct 2D blurs since it is entirely dependent on | |
| // the ratio between the two axes' sigmas, but generally it will be small on the order of a | |
| // 5x5 kernel. | |
| // Return a runtime effect that applies a 2D Gaussian blur in a single pass. The returned effect | |
| // can perform arbitrarily sized blur kernels so long as the kernel area is less than | |
| // kMaxSamples. An SkRuntimeEffect is returned to give flexibility for callers to convert it to | |
| // an SkShader or a GrFragmentProcessor. Callers are responsible for providing the uniform | |
| // values (using the appropriate API of the target effect type). The effect declares the | |
| // following uniforms: | |
| // | |
| // uniform half4 kernel[7]; | |
| // uniform half4 offsets[14]; | |
| // uniform shader child; | |
| // | |
| // 'kernel' should be set to the output of Compute2DBlurKernel(). 'offsets' should be set to the | |
| // output of Compute2DBlurOffsets() with the same 'radii' passed to this function. 'child' | |
| // should be bound to whatever input is intended to be blurred, and can use nearest-neighbor | |
| // sampling (assuming it's an image). | |
| static const SkRuntimeEffect* GetBlur2DEffect(const SkISize& radii); | |
| // Return a runtime effect that applies a 1D Gaussian blur, taking advantage of HW linear | |
| // interpolation to accumulate adjacent pixels with fewer samples. The returned effect can be | |
| // used for both X and Y axes by changing the 'dir' uniform value (see below). It can be used | |
| // for all 1D blurs such that BlurLinearKernelWidth(radius) is less than or equal to | |
| // kMaxSamples. Like GetBlur2DEffect(), the caller is free to convert this to an SkShader or a | |
| // GrFragmentProcessor and is responsible for assigning uniforms with the appropriate API. Its | |
| // uniforms are declared as: | |
| // | |
| // uniform half4 offsetsAndKernel[14]; | |
| // uniform half2 dir; | |
| // uniform int radius; | |
| // uniform shader child; | |
| // | |
| // 'offsetsAndKernel' should be set to the output of Compute1DBlurLinearKernel(). 'radius' | |
| // should match the radius passed to that function. 'dir' should either be the vector {1,0} or | |
| // {0,1} for X and Y axis passes, respectively. 'child' should be bound to whatever input is | |
| // intended to be blurred and must use linear sampling in order for the outer blur effect to | |
| // function correctly. | |
| static const SkRuntimeEffect* GetLinearBlur1DEffect(int radius); | |
| // Calculates a set of weights for a 2D Gaussian blur of the given sigma and radius. It is | |
| // assumed that the radius was from prior calls to BlurSigmaRadius(sigma.width()|height()) and | |
| // is passed in to avoid redundant calculations. | |
| // | |
| // The provided span is fully written. The kernel is stored in row-major order based on the | |
| // provided radius. Any remaining indices in the span are zero initialized. The span must have | |
| // at least KernelWidth(radius.width())*KernelWidth(radius.height()) elements. | |
| // | |
| // NOTE: These take spans because it can be useful to compute full kernels that are larger than | |
| // what is supported in the GPU effects. | |
| static void Compute2DBlurKernel(SkSize sigma, | |
| SkISize radius, | |
| SkSpan<float> kernel); | |
| // A convenience function that packs the kMaxBlurSample scalars into SkV4's to match the | |
| // required type of the uniforms in GetBlur2DEffect(). | |
| static void Compute2DBlurKernel(SkSize sigma, | |
| SkISize radius, | |
| std::array<SkV4, kMaxSamples/4>& kernel); | |
| // A convenience for the 2D case where one dimension has a sigma of 0. | |
| static void Compute1DBlurKernel(float sigma, int radius, SkSpan<float> kernel) { | |
| Compute2DBlurKernel(SkSize{sigma, 0.f}, SkISize{radius, 0}, kernel); | |
| } | |
| // Utility function to fill in 'offsets' for the effect returned by GetBlur2DEffect(). It | |
| // automatically fills in the elements beyond the kernel size with the last real offset to | |
| // maximize texture cache hits. Each offset is really an SkV2 but are packed into SkV4's to | |
| // match the uniform declaration, and are otherwise ordered row-major. | |
| static void Compute2DBlurOffsets(SkISize radius, std::array<SkV4, kMaxSamples/2>& offsets); | |
| // Calculates a set of weights and sampling offsets for a 1D blur that uses GPU hardware to | |
| // linearly combine two logical source pixel values. This assumes that 'radius' was from a prior | |
| // call to BlurSigmaRadius() and is passed in to avoid redundant calculations. To match std140 | |
| // uniform packing, the offset and kernel weight for adjacent samples are packed into a single | |
| // SkV4 as {offset[2*i], kernel[2*i], offset[2*i+1], kernel[2*i+1]} | |
| // | |
| // The provided array is fully written to. The calculated values are written to indices 0 | |
| // through LinearKernelWidth(radius), with any remaining indices zero initialized. | |
| // | |
| // NOTE: This takes an array of a constrained size because its main use is calculating uniforms | |
| // for an effect with a matching constraint. Knowing the size of the linear kernel means the | |
| // full kernel can be stored on the stack internally. | |
| static void Compute1DBlurLinearKernel(float sigma, | |
| int radius, | |
| std::array<SkV4, kMaxSamples/2>& offsetsAndKernel); | |
| }; | |
| #endif // SkBlurEngine_DEFINED |