blob: bec574c75ae2ba5f8a1d7bc3dacb96626ff1ab31 [file] [log] [blame]
/*
* 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 "include/gpu/GrRecordingContext.h"
#include "src/core/SkBlurMask.h"
#include "src/core/SkGpuBlurUtils.h"
#include "src/core/SkMathPriv.h"
#include "src/gpu/GrBitmapTextureMaker.h"
#include "src/gpu/GrProxyProvider.h"
#include "src/gpu/GrRecordingContextPriv.h"
#include "src/gpu/GrShaderCaps.h"
#include "src/gpu/GrThreadSafeCache.h"
#include "src/gpu/effects/GrTextureEffect.h"
}
in fragmentProcessor inputFP;
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;
layout(key) in bool applyInvVM;
layout(when=applyInvVM) in uniform float3x3 invVM;
// Effect that is a LUT for integral of normal distribution. The value at x:[0,6*sigma] is the
// integral from -inf to (3*sigma - x). I.e. x is mapped from [0, 6*sigma] to [3*sigma to -3*sigma].
// The flip saves a reversal in the shader.
in fragmentProcessor integral;
// 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;
@optimizationFlags {
(inputFP ? ProcessorOptimizationFlags(inputFP.get()) : kAll_OptimizationFlags) &
kCompatibleWithCoverageAsAlpha_OptimizationFlag
}
@samplerParams(integral) {
samplerParams
}
@class {
static std::unique_ptr<GrFragmentProcessor> MakeIntegralFP(GrRecordingContext* rContext,
float sixSigma) {
SkASSERT(!SkGpuBlurUtils::IsEffectivelyZeroSigma(sixSigma / 6.f));
auto threadSafeCache = rContext->priv().threadSafeCache();
int width = SkGpuBlurUtils::CreateIntegralTable(sixSigma, nullptr);
static const GrUniqueKey::Domain kDomain = GrUniqueKey::GenerateDomain();
GrUniqueKey key;
GrUniqueKey::Builder builder(&key, kDomain, 1, "Rect Blur Mask");
builder[0] = width;
builder.finish();
SkMatrix m = SkMatrix::Scale(width/sixSigma, 1.f);
GrSurfaceProxyView view = threadSafeCache->find(key);
if (view) {
SkASSERT(view.origin() == kTopLeft_GrSurfaceOrigin);
return GrTextureEffect::Make(
std::move(view), kPremul_SkAlphaType, m, GrSamplerState::Filter::kLinear);
}
SkBitmap bitmap;
if (!SkGpuBlurUtils::CreateIntegralTable(sixSigma, &bitmap)) {
return {};
}
GrBitmapTextureMaker maker(rContext, bitmap, GrImageTexGenPolicy::kNew_Uncached_Budgeted);
view = maker.view(GrMipmapped::kNo);
if (!view) {
return {};
}
view = threadSafeCache->add(key, view);
SkASSERT(view.origin() == kTopLeft_GrSurfaceOrigin);
return GrTextureEffect::Make(
std::move(view), kPremul_SkAlphaType, m, GrSamplerState::Filter::kLinear);
}
}
@make {
static std::unique_ptr<GrFragmentProcessor> Make(std::unique_ptr<GrFragmentProcessor> inputFP,
GrRecordingContext* context,
const GrShaderCaps& caps,
const SkRect& srcRect,
const SkMatrix& viewMatrix,
float transformedSigma) {
SkASSERT(viewMatrix.preservesRightAngles());
SkASSERT(srcRect.isSorted());
if (SkGpuBlurUtils::IsEffectivelyZeroSigma(transformedSigma)) {
// No need to blur the rect
return inputFP;
}
SkMatrix invM;
SkRect rect;
if (viewMatrix.rectStaysRect()) {
invM = SkMatrix::I();
// We can do everything in device space when the src rect projects to a rect in device
// space.
SkAssertResult(viewMatrix.mapRect(&rect, srcRect));
} else {
// The view matrix may scale, perhaps anisotropically. But we want to apply our device
// space "transformedSigma" to the delta of frag coord from the rect edges. Factor out
// the scaling to define a space that is purely rotation/translation from device space
// (and scale from src space) We'll meet in the middle: pre-scale the src rect to be in
// this space and then apply the inverse of the rotation/translation portion to the
// frag coord.
SkMatrix m;
SkSize scale;
if (!viewMatrix.decomposeScale(&scale, &m)) {
return nullptr;
}
if (!m.invert(&invM)) {
return nullptr;
}
rect = {srcRect.left() * scale.width(),
srcRect.top() * scale.height(),
srcRect.right() * scale.width(),
srcRect.bottom() * scale.height()};
}
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 * transformedSigma;
std::unique_ptr<GrFragmentProcessor> integral = MakeIntegralFP(context, 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.left() + threeSigma,
rect.top() + threeSigma,
rect.right() - threeSigma,
rect.bottom() - 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();
return std::unique_ptr<GrFragmentProcessor>(new GrRectBlurEffect(std::move(inputFP),
insetRect,
!invM.isIdentity(),
invM,
std::move(integral),
isFast));
}
}
half4 main() {
half xCoverage, yCoverage;
float2 pos = sk_FragCoord.xy;
@if (applyInvVM) {
// It'd be great if we could lift this to the VS.
pos = (invVM*float3(pos,1)).xy;
}
@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.
half2 xy;
@if (highp) {
xy = max(half2(rectF.LT - pos), half2(pos - rectF.RB));
} else {
xy = max(half2(rectH.LT - pos), half2(pos - rectH.RB));
}
xCoverage = sample(integral, half2(xy.x, 0.5)).a;
yCoverage = sample(integral, half2(xy.y, 0.5)).a;
} 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) at 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.
half4 rect;
@if (highp) {
rect.LT = half2(rectF.LT - pos);
rect.RB = half2(pos - rectF.RB);
} else {
rect.LT = half2(rectH.LT - pos);
rect.RB = half2(pos - rectH.RB);
}
xCoverage = 1 - sample(integral, half2(rect.L, 0.5)).a
- sample(integral, half2(rect.R, 0.5)).a;
yCoverage = 1 - sample(integral, half2(rect.T, 0.5)).a
- sample(integral, half2(rect.B, 0.5)).a;
}
return sample(inputFP) * xCoverage * yCoverage;
}
@setData(pdman) {
float r[] {rect.fLeft, rect.fTop, rect.fRight, rect.fBottom};
pdman.set4fv(highp ? rectF : rectH, 1, r);
}
@test(data) {
float sigma = data->fRandom->nextRangeF(3, 8);
int x = data->fRandom->nextRangeF(1, 200);
int y = data->fRandom->nextRangeF(1, 200);
float width = data->fRandom->nextRangeF(200, 300);
float height = data->fRandom->nextRangeF(200, 300);
SkMatrix vm = GrTest::TestMatrixPreservesRightAngles(data->fRandom);
auto rect = SkRect::MakeXYWH(x, y, width, height);
return GrRectBlurEffect::Make(data->inputFP(), data->context(), *data->caps()->shaderCaps(),
rect, vm, sigma);
}