| /* |
| * Copyright 2018 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| /************************************************************************************************** |
| *** This file was autogenerated from GrRectBlurEffect.fp; do not modify. |
| **************************************************************************************************/ |
| #ifndef GrRectBlurEffect_DEFINED |
| #define GrRectBlurEffect_DEFINED |
| #include "include/core/SkTypes.h" |
| |
| #include <cmath> |
| #include "include/core/SkRect.h" |
| #include "include/core/SkScalar.h" |
| #include "src/core/SkBlurMask.h" |
| #include "src/core/SkMathPriv.h" |
| #include "src/gpu/GrProxyProvider.h" |
| #include "src/gpu/GrShaderCaps.h" |
| |
| #include "src/gpu/GrCoordTransform.h" |
| #include "src/gpu/GrFragmentProcessor.h" |
| class GrRectBlurEffect : public GrFragmentProcessor { |
| public: |
| static sk_sp<GrTextureProxy> CreateIntegralTexture(GrProxyProvider* proxyProvider, |
| 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 = SkTMax(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(); |
| |
| sk_sp<GrTextureProxy> proxy(proxyProvider->findOrCreateProxyByUniqueKey( |
| key, GrColorType::kAlpha_8, kTopLeft_GrSurfaceOrigin)); |
| if (!proxy) { |
| SkBitmap bitmap; |
| if (!bitmap.tryAllocPixels(SkImageInfo::MakeA8(width, 1))) { |
| return nullptr; |
| } |
| *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(); |
| proxy = proxyProvider->createProxyFromBitmap(bitmap, GrMipMapped::kNo); |
| if (!proxy) { |
| return nullptr; |
| } |
| SkASSERT(proxy->origin() == kTopLeft_GrSurfaceOrigin); |
| proxyProvider->assignUniqueKeyToProxy(key, proxy.get()); |
| } |
| return proxy; |
| } |
| |
| static std::unique_ptr<GrFragmentProcessor> Make(GrProxyProvider* proxyProvider, |
| 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; |
| auto integral = CreateIntegralTexture(proxyProvider, 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<GrFragmentProcessor>( |
| new GrRectBlurEffect(insetRect, std::move(integral), invSixSigma, isFast, |
| GrSamplerState::ClampBilerp())); |
| } |
| GrRectBlurEffect(const GrRectBlurEffect& src); |
| std::unique_ptr<GrFragmentProcessor> clone() const override; |
| const char* name() const override { return "RectBlurEffect"; } |
| SkRect rect; |
| TextureSampler integral; |
| float invSixSigma; |
| bool isFast; |
| |
| private: |
| GrRectBlurEffect(SkRect rect, sk_sp<GrSurfaceProxy> integral, float invSixSigma, bool isFast, |
| GrSamplerState samplerParams) |
| : INHERITED(kGrRectBlurEffect_ClassID, |
| (OptimizationFlags)kCompatibleWithCoverageAsAlpha_OptimizationFlag) |
| , rect(rect) |
| , integral(std::move(integral), samplerParams) |
| , invSixSigma(invSixSigma) |
| , isFast(isFast) { |
| this->setTextureSamplerCnt(1); |
| } |
| GrGLSLFragmentProcessor* onCreateGLSLInstance() const override; |
| void onGetGLSLProcessorKey(const GrShaderCaps&, GrProcessorKeyBuilder*) const override; |
| bool onIsEqual(const GrFragmentProcessor&) const override; |
| const TextureSampler& onTextureSampler(int) const override; |
| GR_DECLARE_FRAGMENT_PROCESSOR_TEST |
| typedef GrFragmentProcessor INHERITED; |
| }; |
| #endif |