/* * 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 #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" } 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 GrSurfaceProxyView CreateIntegralTexture(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(); GrProxyProvider* proxyProvider = context->priv().proxyProvider(); if (sk_sp proxy = proxyProvider->findOrCreateProxyByUniqueKey( key, GrColorType::kAlpha_8)) { GrSwizzle swizzle = context->priv().caps()->getReadSwizzle(proxy->backendFormat(), GrColorType::kAlpha_8); return {std::move(proxy), kTopLeft_GrSurfaceOrigin, swizzle}; } 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); auto[view, grCT] = maker.view(GrMipMapped::kNo); if (!view) { return {}; } SkASSERT(view.origin() == kTopLeft_GrSurfaceOrigin); proxyProvider->assignUniqueKeyToProxy(key, view.asTextureProxy()); return view; } } @make { static std::unique_ptr Make(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; GrSurfaceProxyView integral = CreateIntegralTexture(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(); // 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(new GrRectBlurEffect(insetRect, std::move(integral), invSixSigma, 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. 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 - - // K is symmetric about x=0 so: // C = 1 - - // 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->context(), *data->caps()->shaderCaps(), SkRect::MakeWH(width, height), sigma); }