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1 /*
2  * Copyright 2015 Google Inc.
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "src/text/gpu/DistanceFieldAdjustTable.h"
9 
10 #include "src/core/SkScalerContext.h"
11 
12 using namespace skia_private;
13 
14 namespace sktext::gpu {
15 
SkDEBUGCODE(static const int kExpectedDistanceAdjustTableSize=8;)16 SkDEBUGCODE(static const int kExpectedDistanceAdjustTableSize = 8;)
17 
18 SkScalar* build_distance_adjust_table(SkScalar paintGamma, SkScalar deviceGamma) {
19     // This is used for an approximation of the mask gamma hack, used by raster and bitmap
20     // text. The mask gamma hack is based off of guessing what the blend color is going to
21     // be, and adjusting the mask so that when run through the linear blend will
22     // produce the value closest to the desired result. However, in practice this means
23     // that the 'adjusted' mask is just increasing or decreasing the coverage of
24     // the mask depending on what it is thought it will blit against. For black (on
25     // assumed white) this means that coverages are decreased (on a curve). For white (on
26     // assumed black) this means that coverages are increased (on a a curve). At
27     // middle (perceptual) gray (which could be blit against anything) the coverages
28     // remain the same.
29     //
30     // The idea here is that instead of determining the initial (real) coverage and
31     // then adjusting that coverage, we determine an adjusted coverage directly by
32     // essentially manipulating the geometry (in this case, the distance to the glyph
33     // edge). So for black (on assumed white) this thins a bit; for white (on
34     // assumed black) this fake bolds the geometry a bit.
35     //
36     // The distance adjustment is calculated by determining the actual coverage value which
37     // when fed into in the mask gamma table gives us an 'adjusted coverage' value of 0.5. This
38     // actual coverage value (assuming it's between 0 and 1) corresponds to a distance from the
39     // actual edge. So by subtracting this distance adjustment and computing without the
40     // the coverage adjustment we should get 0.5 coverage at the same point.
41     //
42     // This has several implications:
43     //     For non-gray lcd smoothed text, each subpixel essentially is using a
44     //     slightly different geometry.
45     //
46     //     For black (on assumed white) this may not cover some pixels which were
47     //     previously covered; however those pixels would have been only slightly
48     //     covered and that slight coverage would have been decreased anyway. Also, some pixels
49     //     which were previously fully covered may no longer be fully covered.
50     //
51     //     For white (on assumed black) this may cover some pixels which weren't
52     //     previously covered at all.
53 
54     int width, height;
55     size_t size;
56 
57 #ifdef SK_GAMMA_CONTRAST
58     SkScalar contrast = SK_GAMMA_CONTRAST;
59 #else
60     SkScalar contrast = 0.5f;
61 #endif
62 
63     size = SkScalerContext::GetGammaLUTSize(contrast, paintGamma, deviceGamma,
64         &width, &height);
65 
66     SkASSERT(kExpectedDistanceAdjustTableSize == height);
67     SkScalar* table = new SkScalar[height];
68 
69     AutoTArray<uint8_t> data((int)size);
70     if (!SkScalerContext::GetGammaLUTData(contrast, paintGamma, deviceGamma, data.get())) {
71         // if no valid data is available simply do no adjustment
72         for (int row = 0; row < height; ++row) {
73             table[row] = 0;
74         }
75         return table;
76     }
77 
78     // find the inverse points where we cross 0.5
79     // binsearch might be better, but we only need to do this once on creation
80     for (int row = 0; row < height; ++row) {
81         uint8_t* rowPtr = data.get() + row*width;
82         for (int col = 0; col < width - 1; ++col) {
83             if (rowPtr[col] <= 127 && rowPtr[col + 1] >= 128) {
84                 // compute point where a mask value will give us a result of 0.5
85                 float interp = (127.5f - rowPtr[col]) / (rowPtr[col + 1] - rowPtr[col]);
86                 float borderAlpha = (col + interp) / 255.f;
87 
88                 // compute t value for that alpha
89                 // this is an approximate inverse for smoothstep()
90                 float t = borderAlpha*(borderAlpha*(4.0f*borderAlpha - 6.0f) + 5.0f) / 3.0f;
91 
92                 // compute distance which gives us that t value
93                 const float kDistanceFieldAAFactor = 0.65f; // should match SK_DistanceFieldAAFactor
94                 float d = 2.0f*kDistanceFieldAAFactor*t - kDistanceFieldAAFactor;
95 
96                 table[row] = d;
97                 break;
98             }
99         }
100     }
101 
102     return table;
103 }
104 
Get()105 const DistanceFieldAdjustTable* DistanceFieldAdjustTable::Get() {
106     static const DistanceFieldAdjustTable* dfat = new DistanceFieldAdjustTable;
107     return dfat;
108 }
109 
DistanceFieldAdjustTable()110 DistanceFieldAdjustTable::DistanceFieldAdjustTable() {
111     fTable = build_distance_adjust_table(SK_GAMMA_EXPONENT, SK_GAMMA_EXPONENT);
112     fGammaCorrectTable = build_distance_adjust_table(SK_Scalar1, SK_Scalar1);
113 }
114 
115 }  // namespace sktext::gpu
116