| /* | |
| * Copyright 2018 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| @header { | |
| #include <cmath> | |
| #include "include/core/SkRect.h" | |
| #include "include/core/SkScalar.h" | |
| #include "src/core/SkBlurMask.h" | |
| #include "src/core/SkMathPriv.h" | |
| #include "src/gpu/GrProxyProvider.h" | |
| #include "src/gpu/GrShaderCaps.h" | |
| } | |
| in float4 rect; | |
| layout(key) bool highp = abs(rect.x) > 16000 || abs(rect.y) > 16000 || | |
| abs(rect.z) > 16000 || abs(rect.w) > 16000; | |
| layout(when= highp) uniform float4 rectF; | |
| layout(when=!highp) uniform half4 rectH; | |
| // 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(integral) { | |
| samplerParams | |
| } | |
| @class { | |
| 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] = width; | |
| builder.finish(); | |
| sk_sp<GrTextureProxy> proxy(proxyProvider->findOrCreateProxyByUniqueKey( | |
| key, GrColorType::kAlpha_8, kTopLeft_GrSurfaceOrigin)); | |
| if (!proxy) { | |
| SkBitmap bitmap; | |
| if (!bitmap.tryAllocPixels(SkImageInfo::MakeA8(width, 1))) { | |
| return nullptr; | |
| } | |
| *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(); | |
| proxy = proxyProvider->createProxyFromBitmap(bitmap, GrMipMapped::kNo); | |
| if (!proxy) { | |
| return nullptr; | |
| } | |
| SkASSERT(proxy->origin() == kTopLeft_GrSurfaceOrigin); | |
| proxyProvider->assignUniqueKeyToProxy(key, proxy.get()); | |
| } | |
| return proxy; | |
| } | |
| } | |
| @make { | |
| 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 | |
| // rect to an outset device bounds instead. | |
| if (SkScalarAbs(rect.fLeft) > 16000.f || SkScalarAbs(rect.fTop) > 16000.f || | |
| SkScalarAbs(rect.fRight) > 16000.f || SkScalarAbs(rect.fBottom) > 16000.f) { | |
| return nullptr; | |
| } | |
| } | |
| const float sixSigma = 6 * sigma; | |
| auto integral = CreateIntegralTexture(proxyProvider, sixSigma); | |
| if (!integral) { | |
| return nullptr; | |
| } | |
| // 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() { | |
| 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 { | |
| // 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; | |
| } | |
| sk_OutColor = sk_InColor * xCoverage * yCoverage; | |
| } | |
| @setData(pdman) { | |
| float r[] {rect.fLeft, rect.fTop, rect.fRight, rect.fBottom}; | |
| pdman.set4fv(highp ? rectF : rectH, 1, r); | |
| } | |
| @optimizationFlags { kCompatibleWithCoverageAsAlpha_OptimizationFlag } | |
| @test(data) { | |
| float sigma = data->fRandom->nextRangeF(3,8); | |
| float width = data->fRandom->nextRangeF(200,300); | |
| float height = data->fRandom->nextRangeF(200,300); | |
| return GrRectBlurEffect::Make(data->proxyProvider(), *data->caps()->shaderCaps(), | |
| SkRect::MakeWH(width, height), sigma); | |
| } |