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 #define LOG_TAG "OpenGLRenderer"
18
19 #include <math.h>
20
21 #include "Blur.h"
22 #include "MathUtils.h"
23
24 namespace android {
25 namespace uirenderer {
26
27 // This constant approximates the scaling done in the software path's
28 // "high quality" mode, in SkBlurMask::Blur() (1 / sqrt(3)).
29 static const float BLUR_SIGMA_SCALE = 0.57735f;
30
convertRadiusToSigma(float radius)31 float Blur::convertRadiusToSigma(float radius) {
32 return radius > 0 ? BLUR_SIGMA_SCALE * radius + 0.5f : 0.0f;
33 }
34
convertSigmaToRadius(float sigma)35 float Blur::convertSigmaToRadius(float sigma) {
36 return sigma > 0.5f ? (sigma - 0.5f) / BLUR_SIGMA_SCALE : 0.0f;
37 }
38
39 // if the original radius was on an integer boundary and the resulting radius
40 // is within the conversion error tolerance then we attempt to snap to the
41 // original integer boundary.
convertRadiusToInt(float radius)42 uint32_t Blur::convertRadiusToInt(float radius) {
43 const float radiusCeil = ceilf(radius);
44 if (MathUtils::areEqual(radiusCeil, radius)) {
45 return radiusCeil;
46 }
47 return radius;
48 }
49
50 /**
51 * HWUI has used a slightly different equation than Skia to generate the value
52 * for sigma and to preserve compatibility we have kept that logic.
53 *
54 * Based on some experimental radius and sigma values we approximate the
55 * equation sigma = f(radius) as sigma = radius * 0.3 + 0.6. The larger the
56 * radius gets, the more our gaussian blur will resemble a box blur since with
57 * large sigma the gaussian curve begins to lose its shape.
58 */
legacyConvertRadiusToSigma(float radius)59 static float legacyConvertRadiusToSigma(float radius) {
60 return radius > 0 ? 0.3f * radius + 0.6f : 0.0f;
61 }
62
generateGaussianWeights(float * weights,int32_t radius)63 void Blur::generateGaussianWeights(float* weights, int32_t radius) {
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((float) 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 = -radius; r <= radius; r ++) {
82 float floatR = (float) r;
83 weights[r + radius] = coeff1 * pow(e, floatR * floatR * coeff2);
84 normalizeFactor += weights[r + radius];
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 = -radius; r <= radius; r ++) {
90 weights[r + radius] *= 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,
95 const uint8_t* source, uint8_t* dest, 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
101 const uint8_t* input = source + y * width;
102 uint8_t* output = dest + y * width;
103
104 for (int32_t x = 0; x < width; x ++) {
105 blurredPixel = 0.0f;
106 const float* gPtr = weights;
107 // Optimization for non-border pixels
108 if (x > radius && x < (width - radius)) {
109 const uint8_t *i = input + (x - radius);
110 for (int r = -radius; r <= radius; r ++) {
111 currentPixel = (float) (*i);
112 blurredPixel += currentPixel * gPtr[0];
113 gPtr++;
114 i++;
115 }
116 } else {
117 for (int32_t r = -radius; r <= radius; r ++) {
118 // Stepping left and right away from the pixel
119 int validW = x + r;
120 if (validW < 0) {
121 validW = 0;
122 }
123 if (validW > width - 1) {
124 validW = width - 1;
125 }
126
127 currentPixel = (float) input[validW];
128 blurredPixel += currentPixel * gPtr[0];
129 gPtr++;
130 }
131 }
132 *output = (uint8_t)blurredPixel;
133 output ++;
134 }
135 }
136 }
137
vertical(float * weights,int32_t radius,const uint8_t * source,uint8_t * dest,int32_t width,int32_t height)138 void Blur::vertical(float* weights, int32_t radius,
139 const uint8_t* source, uint8_t* dest, int32_t width, int32_t height) {
140 float blurredPixel = 0.0f;
141 float currentPixel = 0.0f;
142
143 for (int32_t y = 0; y < height; y ++) {
144 uint8_t* output = dest + y * width;
145
146 for (int32_t x = 0; x < width; x ++) {
147 blurredPixel = 0.0f;
148 const float* gPtr = weights;
149 const uint8_t* input = source + x;
150 // Optimization for non-border pixels
151 if (y > radius && y < (height - radius)) {
152 const uint8_t *i = input + ((y - radius) * width);
153 for (int32_t r = -radius; r <= radius; r ++) {
154 currentPixel = (float) (*i);
155 blurredPixel += currentPixel * gPtr[0];
156 gPtr++;
157 i += width;
158 }
159 } else {
160 for (int32_t r = -radius; r <= radius; r ++) {
161 int validH = y + r;
162 // Clamp to zero and width
163 if (validH < 0) {
164 validH = 0;
165 }
166 if (validH > height - 1) {
167 validH = height - 1;
168 }
169
170 const uint8_t *i = input + validH * width;
171 currentPixel = (float) (*i);
172 blurredPixel += currentPixel * gPtr[0];
173 gPtr++;
174 }
175 }
176 *output = (uint8_t) blurredPixel;
177 output++;
178 }
179 }
180 }
181
182 }; // namespace uirenderer
183 }; // namespace android
184