| /* |
| * 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 highPrecision = abs(rect.x) > 16000 || abs(rect.y) > 16000 || |
| abs(rect.z) > 16000 || abs(rect.w) > 16000; |
| |
| layout(when= highPrecision) uniform float4 rectF; |
| layout(when=!highPrecision) 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 (highPrecision) { |
| 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 (highPrecision) { |
| 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(highPrecision ? 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); |
| } |