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Commit 6e200408 authored by Romain Guy's avatar Romain Guy
Browse files

Move blur code from FontRenderer to utils/Blur.cpp

Change-Id: I2cebbfbcb722ed4b37e54ffbf8b53bb92ad0c964
parent b09f1471
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+1 −0
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@@ -5,6 +5,7 @@ include $(CLEAR_VARS)
# defined in the current device/board configuration
ifeq ($(USE_OPENGL_RENDERER),true)
	LOCAL_SRC_FILES:= \
		utils/Blur.cpp \
		utils/SortedListImpl.cpp \
		font/CacheTexture.cpp \
		font/Font.cpp \
+8 −132
Original line number Diff line number Diff line
@@ -23,9 +23,11 @@

#include <utils/Log.h>

#include "RenderScript.h"
#include <RenderScript.h>

#include "utils/Blur.h"
#include "utils/Timing.h"

#include "Caches.h"
#include "Debug.h"
#include "FontRenderer.h"
@@ -655,140 +657,14 @@ void FontRenderer::removeFont(const Font* font) {
    }
}

void FontRenderer::computeGaussianWeights(float* weights, int32_t radius) {
    // Compute gaussian weights for the blur
    // e is the euler's number
    float e = 2.718281828459045f;
    float pi = 3.1415926535897932f;
    // g(x) = ( 1 / sqrt( 2 * pi ) * sigma) * e ^ ( -x^2 / 2 * sigma^2 )
    // x is of the form [-radius .. 0 .. radius]
    // and sigma varies with radius.
    // Based on some experimental radius values and sigma's
    // we approximately fit sigma = f(radius) as
    // sigma = radius * 0.3  + 0.6
    // The larger the radius gets, the more our gaussian blur
    // will resemble a box blur since with large sigma
    // the gaussian curve begins to lose its shape
    float sigma = 0.3f * (float) radius + 0.6f;

    // Now compute the coefficints
    // We will store some redundant values to save some math during
    // the blur calculations
    // precompute some values
    float coeff1 = 1.0f / (sqrt( 2.0f * pi ) * sigma);
    float coeff2 = - 1.0f / (2.0f * sigma * sigma);

    float normalizeFactor = 0.0f;
    for (int32_t r = -radius; r <= radius; r ++) {
        float floatR = (float) r;
        weights[r + radius] = coeff1 * pow(e, floatR * floatR * coeff2);
        normalizeFactor += weights[r + radius];
    }

    //Now we need to normalize the weights because all our coefficients need to add up to one
    normalizeFactor = 1.0f / normalizeFactor;
    for (int32_t r = -radius; r <= radius; r ++) {
        weights[r + radius] *= normalizeFactor;
    }
}

void FontRenderer::horizontalBlur(float* weights, int32_t radius,
        const uint8_t* source, uint8_t* dest, int32_t width, int32_t height) {
    float blurredPixel = 0.0f;
    float currentPixel = 0.0f;

    for (int32_t y = 0; y < height; y ++) {

        const uint8_t* input = source + y * width;
        uint8_t* output = dest + y * width;

        for (int32_t x = 0; x < width; x ++) {
            blurredPixel = 0.0f;
            const float* gPtr = weights;
            // Optimization for non-border pixels
            if (x > radius && x < (width - radius)) {
                const uint8_t *i = input + (x - radius);
                for (int r = -radius; r <= radius; r ++) {
                    currentPixel = (float) (*i);
                    blurredPixel += currentPixel * gPtr[0];
                    gPtr++;
                    i++;
                }
            } else {
                for (int32_t r = -radius; r <= radius; r ++) {
                    // Stepping left and right away from the pixel
                    int validW = x + r;
                    if (validW < 0) {
                        validW = 0;
                    }
                    if (validW > width - 1) {
                        validW = width - 1;
                    }

                    currentPixel = (float) input[validW];
                    blurredPixel += currentPixel * gPtr[0];
                    gPtr++;
                }
            }
            *output = (uint8_t)blurredPixel;
            output ++;
        }
    }
}

void FontRenderer::verticalBlur(float* weights, int32_t radius,
        const uint8_t* source, uint8_t* dest, int32_t width, int32_t height) {
    float blurredPixel = 0.0f;
    float currentPixel = 0.0f;

    for (int32_t y = 0; y < height; y ++) {
        uint8_t* output = dest + y * width;

        for (int32_t x = 0; x < width; x ++) {
            blurredPixel = 0.0f;
            const float* gPtr = weights;
            const uint8_t* input = source + x;
            // Optimization for non-border pixels
            if (y > radius && y < (height - radius)) {
                const uint8_t *i = input + ((y - radius) * width);
                for (int32_t r = -radius; r <= radius; r ++) {
                    currentPixel = (float)(*i);
                    blurredPixel += currentPixel * gPtr[0];
                    gPtr++;
                    i += width;
                }
            } else {
                for (int32_t r = -radius; r <= radius; r ++) {
                    int validH = y + r;
                    // Clamp to zero and width
                    if (validH < 0) {
                        validH = 0;
                    }
                    if (validH > height - 1) {
                        validH = height - 1;
                    }

                    const uint8_t *i = input + validH * width;
                    currentPixel = (float) (*i);
                    blurredPixel += currentPixel * gPtr[0];
                    gPtr++;
                }
            }
            *output = (uint8_t) blurredPixel;
            output++;
        }
    }
}

void FontRenderer::blurImage(uint8_t** image, int32_t width, int32_t height, int32_t radius) {
    if (width * height * radius < RS_MIN_INPUT_CUTOFF) {
        float *gaussian = new float[2 * radius + 1];
        computeGaussianWeights(gaussian, radius);
        Blur::generateGaussianWeights(gaussian, radius);

        uint8_t* scratch = new uint8_t[width * height];

        horizontalBlur(gaussian, radius, *image, scratch, width, height);
        verticalBlur(gaussian, radius, scratch, *image, width, height);
        Blur::horizontal(gaussian, radius, *image, scratch, width, height);
        Blur::vertical(gaussian, radius, scratch, *image, width, height);

        delete[] gaussian;
        delete[] scratch;
+152 −0
Original line number Diff line number Diff line
/*
 * Copyright (C) 2013 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#define LOG_TAG "OpenGLRenderer"

#include <math.h>

#include "Blur.h"

namespace android {
namespace uirenderer {

void Blur::generateGaussianWeights(float* weights, int32_t radius) {
    // Compute gaussian weights for the blur
    // e is the euler's number
    static float e = 2.718281828459045f;
    static float pi = 3.1415926535897932f;
    // g(x) = ( 1 / sqrt( 2 * pi ) * sigma) * e ^ ( -x^2 / 2 * sigma^2 )
    // x is of the form [-radius .. 0 .. radius]
    // and sigma varies with radius.
    // Based on some experimental radius values and sigma's
    // we approximately fit sigma = f(radius) as
    // sigma = radius * 0.3  + 0.6
    // The larger the radius gets, the more our gaussian blur
    // will resemble a box blur since with large sigma
    // the gaussian curve begins to lose its shape
    float sigma = 0.3f * (float) radius + 0.6f;

    // Now compute the coefficints
    // We will store some redundant values to save some math during
    // the blur calculations
    // precompute some values
    float coeff1 = 1.0f / (sqrt(2.0f * pi) * sigma);
    float coeff2 = - 1.0f / (2.0f * sigma * sigma);

    float normalizeFactor = 0.0f;
    for (int32_t r = -radius; r <= radius; r ++) {
        float floatR = (float) r;
        weights[r + radius] = coeff1 * pow(e, floatR * floatR * coeff2);
        normalizeFactor += weights[r + radius];
    }

    //Now we need to normalize the weights because all our coefficients need to add up to one
    normalizeFactor = 1.0f / normalizeFactor;
    for (int32_t r = -radius; r <= radius; r ++) {
        weights[r + radius] *= normalizeFactor;
    }
}

void Blur::horizontal(float* weights, int32_t radius,
        const uint8_t* source, uint8_t* dest, int32_t width, int32_t height) {
    float blurredPixel = 0.0f;
    float currentPixel = 0.0f;

    for (int32_t y = 0; y < height; y ++) {

        const uint8_t* input = source + y * width;
        uint8_t* output = dest + y * width;

        for (int32_t x = 0; x < width; x ++) {
            blurredPixel = 0.0f;
            const float* gPtr = weights;
            // Optimization for non-border pixels
            if (x > radius && x < (width - radius)) {
                const uint8_t *i = input + (x - radius);
                for (int r = -radius; r <= radius; r ++) {
                    currentPixel = (float) (*i);
                    blurredPixel += currentPixel * gPtr[0];
                    gPtr++;
                    i++;
                }
            } else {
                for (int32_t r = -radius; r <= radius; r ++) {
                    // Stepping left and right away from the pixel
                    int validW = x + r;
                    if (validW < 0) {
                        validW = 0;
                    }
                    if (validW > width - 1) {
                        validW = width - 1;
                    }

                    currentPixel = (float) input[validW];
                    blurredPixel += currentPixel * gPtr[0];
                    gPtr++;
                }
            }
            *output = (uint8_t)blurredPixel;
            output ++;
        }
    }
}

void Blur::vertical(float* weights, int32_t radius,
        const uint8_t* source, uint8_t* dest, int32_t width, int32_t height) {
    float blurredPixel = 0.0f;
    float currentPixel = 0.0f;

    for (int32_t y = 0; y < height; y ++) {
        uint8_t* output = dest + y * width;

        for (int32_t x = 0; x < width; x ++) {
            blurredPixel = 0.0f;
            const float* gPtr = weights;
            const uint8_t* input = source + x;
            // Optimization for non-border pixels
            if (y > radius && y < (height - radius)) {
                const uint8_t *i = input + ((y - radius) * width);
                for (int32_t r = -radius; r <= radius; r ++) {
                    currentPixel = (float) (*i);
                    blurredPixel += currentPixel * gPtr[0];
                    gPtr++;
                    i += width;
                }
            } else {
                for (int32_t r = -radius; r <= radius; r ++) {
                    int validH = y + r;
                    // Clamp to zero and width
                    if (validH < 0) {
                        validH = 0;
                    }
                    if (validH > height - 1) {
                        validH = height - 1;
                    }

                    const uint8_t *i = input + validH * width;
                    currentPixel = (float) (*i);
                    blurredPixel += currentPixel * gPtr[0];
                    gPtr++;
                }
            }
            *output = (uint8_t) blurredPixel;
            output++;
        }
    }
}

}; // namespace uirenderer
}; // namespace android

libs/hwui/utils/Blur.h

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/*
 * Copyright (C) 2013 The Android Open Source Project
 *
 * Licensed under the Apache License, Version 2.0 (the "License");
 * you may not use this file except in compliance with the License.
 * You may obtain a copy of the License at
 *
 *      http://www.apache.org/licenses/LICENSE-2.0
 *
 * Unless required by applicable law or agreed to in writing, software
 * distributed under the License is distributed on an "AS IS" BASIS,
 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
 * See the License for the specific language governing permissions and
 * limitations under the License.
 */

#ifndef ANDROID_HWUI_BLUR_H
#define ANDROID_HWUI_BLUR_H

#include <stdint.h>

namespace android {
namespace uirenderer {

class Blur {
public:
    static void generateGaussianWeights(float* weights, int32_t radius);
    static void horizontal(float* weights, int32_t radius, const uint8_t* source,
        uint8_t* dest, int32_t width, int32_t height);
    static void vertical(float* weights, int32_t radius, const uint8_t* source,
        uint8_t* dest, int32_t width, int32_t height);
};

}; // namespace uirenderer
}; // namespace android

#endif // ANDROID_HWUI_BLUR_H