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1 /*
2  * Copyright (C) 2013 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 
17 #include <math.h>
18 
19 #include "Blur.h"
20 #include "MathUtils.h"
21 
22 namespace android {
23 namespace uirenderer {
24 
25 // This constant approximates the scaling done in the software path's
26 // "high quality" mode, in SkBlurMask::Blur() (1 / sqrt(3)).
27 static const float BLUR_SIGMA_SCALE = 0.57735f;
28 
convertRadiusToSigma(float radius)29 float Blur::convertRadiusToSigma(float radius) {
30     return radius > 0 ? BLUR_SIGMA_SCALE * radius + 0.5f : 0.0f;
31 }
32 
convertSigmaToRadius(float sigma)33 float Blur::convertSigmaToRadius(float sigma) {
34     return sigma > 0.5f ? (sigma - 0.5f) / BLUR_SIGMA_SCALE : 0.0f;
35 }
36 
37 // if the original radius was on an integer boundary and the resulting radius
38 // is within the conversion error tolerance then we attempt to snap to the
39 // original integer boundary.
convertRadiusToInt(float radius)40 uint32_t Blur::convertRadiusToInt(float radius) {
41     const float radiusCeil = ceilf(radius);
42     if (MathUtils::areEqual(radiusCeil, radius)) {
43         return radiusCeil;
44     }
45     return radius;
46 }
47 
48 /**
49  * HWUI has used a slightly different equation than Skia to generate the value
50  * for sigma and to preserve compatibility we have kept that logic.
51  *
52  * Based on some experimental radius and sigma values we approximate the
53  * equation sigma = f(radius) as sigma = radius * 0.3  + 0.6.  The larger the
54  * radius gets, the more our gaussian blur will resemble a box blur since with
55  * large sigma the gaussian curve begins to lose its shape.
56  */
legacyConvertRadiusToSigma(float radius)57 static float legacyConvertRadiusToSigma(float radius) {
58     return radius > 0 ? 0.3f * radius + 0.6f : 0.0f;
59 }
60 
generateGaussianWeights(float * weights,float radius)61 void Blur::generateGaussianWeights(float* weights, float radius) {
62     int32_t intRadius = convertRadiusToInt(radius);
63 
64     // Compute gaussian weights for the blur
65     // e is the euler's number
66     static float e = 2.718281828459045f;
67     static float pi = 3.1415926535897932f;
68     // g(x) = ( 1 / sqrt( 2 * pi ) * sigma) * e ^ ( -x^2 / 2 * sigma^2 )
69     // x is of the form [-radius .. 0 .. radius]
70     // and sigma varies with radius.
71     float sigma = legacyConvertRadiusToSigma(radius);
72 
73     // Now compute the coefficints
74     // We will store some redundant values to save some math during
75     // the blur calculations
76     // precompute some values
77     float coeff1 = 1.0f / (sqrt(2.0f * pi) * sigma);
78     float coeff2 = -1.0f / (2.0f * sigma * sigma);
79 
80     float normalizeFactor = 0.0f;
81     for (int32_t r = -intRadius; r <= intRadius; r++) {
82         float floatR = (float)r;
83         weights[r + intRadius] = coeff1 * pow(e, floatR * floatR * coeff2);
84         normalizeFactor += weights[r + intRadius];
85     }
86 
87     // Now we need to normalize the weights because all our coefficients need to add up to one
88     normalizeFactor = 1.0f / normalizeFactor;
89     for (int32_t r = -intRadius; r <= intRadius; r++) {
90         weights[r + intRadius] *= normalizeFactor;
91     }
92 }
93 
horizontal(float * weights,int32_t radius,const uint8_t * source,uint8_t * dest,int32_t width,int32_t height)94 void Blur::horizontal(float* weights, int32_t radius, const uint8_t* source, uint8_t* dest,
95                       int32_t width, int32_t height) {
96     float blurredPixel = 0.0f;
97     float currentPixel = 0.0f;
98 
99     for (int32_t y = 0; y < height; y++) {
100         const uint8_t* input = source + y * width;
101         uint8_t* output = dest + y * width;
102 
103         for (int32_t x = 0; x < width; x++) {
104             blurredPixel = 0.0f;
105             const float* gPtr = weights;
106             // Optimization for non-border pixels
107             if (x > radius && x < (width - radius)) {
108                 const uint8_t* i = input + (x - radius);
109                 for (int r = -radius; r <= radius; r++) {
110                     currentPixel = (float)(*i);
111                     blurredPixel += currentPixel * gPtr[0];
112                     gPtr++;
113                     i++;
114                 }
115             } else {
116                 for (int32_t r = -radius; r <= radius; r++) {
117                     // Stepping left and right away from the pixel
118                     int validW = x + r;
119                     if (validW < 0) {
120                         validW = 0;
121                     }
122                     if (validW > width - 1) {
123                         validW = width - 1;
124                     }
125 
126                     currentPixel = (float)input[validW];
127                     blurredPixel += currentPixel * gPtr[0];
128                     gPtr++;
129                 }
130             }
131             *output = (uint8_t)blurredPixel;
132             output++;
133         }
134     }
135 }
136 
vertical(float * weights,int32_t radius,const uint8_t * source,uint8_t * dest,int32_t width,int32_t height)137 void Blur::vertical(float* weights, int32_t radius, const uint8_t* source, uint8_t* dest,
138                     int32_t width, int32_t height) {
139     float blurredPixel = 0.0f;
140     float currentPixel = 0.0f;
141 
142     for (int32_t y = 0; y < height; y++) {
143         uint8_t* output = dest + y * width;
144 
145         for (int32_t x = 0; x < width; x++) {
146             blurredPixel = 0.0f;
147             const float* gPtr = weights;
148             const uint8_t* input = source + x;
149             // Optimization for non-border pixels
150             if (y > radius && y < (height - radius)) {
151                 const uint8_t* i = input + ((y - radius) * width);
152                 for (int32_t r = -radius; r <= radius; r++) {
153                     currentPixel = (float)(*i);
154                     blurredPixel += currentPixel * gPtr[0];
155                     gPtr++;
156                     i += width;
157                 }
158             } else {
159                 for (int32_t r = -radius; r <= radius; r++) {
160                     int validH = y + r;
161                     // Clamp to zero and width
162                     if (validH < 0) {
163                         validH = 0;
164                     }
165                     if (validH > height - 1) {
166                         validH = height - 1;
167                     }
168 
169                     const uint8_t* i = input + validH * width;
170                     currentPixel = (float)(*i);
171                     blurredPixel += currentPixel * gPtr[0];
172                     gPtr++;
173                 }
174             }
175             *output = (uint8_t)blurredPixel;
176             output++;
177         }
178     }
179 }
180 
181 }  // namespace uirenderer
182 }  // namespace android
183