blob: 56cd64fcb7da922ad62602dfa37adbd64a1c4f4a [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/GrContext.h"
#include "include/private/GrRecordingContext.h"
#include "src/core/SkBlurMask.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/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;
// 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
}
@constructorParams {
GrSamplerState samplerParams
}
@samplerParams(integral) {
samplerParams
}
@class {
static std::unique_ptr<GrFragmentProcessor> MakeIntegralFP(GrRecordingContext* context,
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 = std::max(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();
SkMatrix m = SkMatrix::Scale(width/sixSigma, 1.f);
GrProxyProvider* proxyProvider = context->priv().proxyProvider();
if (sk_sp<GrTextureProxy> proxy = proxyProvider->findOrCreateProxyByUniqueKey(key)) {
GrSwizzle swizzle = context->priv().caps()->getReadSwizzle(proxy->backendFormat(),
GrColorType::kAlpha_8);
GrSurfaceProxyView view{std::move(proxy), kTopLeft_GrSurfaceOrigin, swizzle};
return GrTextureEffect::Make(
std::move(view), kPremul_SkAlphaType, m, GrSamplerState::Filter::kBilerp);
}
SkBitmap bitmap;
if (!bitmap.tryAllocPixels(SkImageInfo::MakeA8(width, 1))) {
return {};
}
*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();
GrBitmapTextureMaker maker(context, bitmap, GrImageTexGenPolicy::kNew_Uncached_Budgeted);
auto view = maker.view(GrMipMapped::kNo);
if (!view) {
return {};
}
SkASSERT(view.origin() == kTopLeft_GrSurfaceOrigin);
proxyProvider->assignUniqueKeyToProxy(key, view.asTextureProxy());
return GrTextureEffect::Make(
std::move(view), kPremul_SkAlphaType, m, GrSamplerState::Filter::kBilerp);
}
}
@make {
static std::unique_ptr<GrFragmentProcessor> Make(std::unique_ptr<GrFragmentProcessor> inputFP,
GrRecordingContext* context,
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;
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.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();
return std::unique_ptr<GrFragmentProcessor>(new GrRectBlurEffect(
std::move(inputFP), insetRect, std::move(integral),
isFast, GrSamplerState::Filter::kBilerp));
}
}
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.
half2 xy;
@if (highp) {
xy = max(half2(rectF.LT - sk_FragCoord.xy),
half2(sk_FragCoord.xy - rectF.RB));
} else {
xy = max(half2(rectH.LT - sk_FragCoord.xy),
half2(sk_FragCoord.xy - 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 - sk_FragCoord.xy);
rect.RB = half2(sk_FragCoord.xy - rectF.RB);
} else {
rect.LT = half2(rectH.LT - sk_FragCoord.xy);
rect.RB = half2(sk_FragCoord.xy - 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;
}
half4 inputColor = sample(inputFP, sk_InColor);
sk_OutColor = inputColor * 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);
float width = data->fRandom->nextRangeF(200,300);
float height = data->fRandom->nextRangeF(200,300);
return GrRectBlurEffect::Make(/*inputFP=*/nullptr, data->context(), *data->caps()->shaderCaps(),
SkRect::MakeWH(width, height), sigma);
}