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Commit ccfc0b73 authored by TreeHugger Robot's avatar TreeHugger Robot Committed by Android (Google) Code Review
Browse files

Merge changes I6c75d89d,I265ec54a

* changes:
  Clean up KawaseBlurFilter
  Split BlurFilter into interface + implementation
parents ec5f0e93 2e98ade4
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+1 −1
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@@ -93,7 +93,7 @@ filegroup {
        "skia/debug/CommonPool.cpp",
        "skia/debug/SkiaCapture.cpp",
        "skia/debug/SkiaMemoryReporter.cpp",
        "skia/filters/BlurFilter.cpp",
        "skia/filters/KawaseBlurFilter.cpp",
        "skia/filters/LinearEffect.cpp",
        "skia/filters/StretchShaderFactory.cpp"
    ],
+2 −1
Original line number Diff line number Diff line
@@ -53,6 +53,7 @@
#include "SkBlendMode.h"
#include "SkImageInfo.h"
#include "filters/BlurFilter.h"
#include "filters/KawaseBlurFilter.h"
#include "filters/LinearEffect.h"
#include "log/log_main.h"
#include "skia/debug/SkiaCapture.h"
@@ -328,7 +329,7 @@ SkiaGLRenderEngine::SkiaGLRenderEngine(const RenderEngineCreationArgs& args, EGL

    if (args.supportsBackgroundBlur) {
        ALOGD("Background Blurs Enabled");
        mBlurFilter = new BlurFilter();
        mBlurFilter = new KawaseBlurFilter();
    }
    mCapture = std::make_unique<SkiaCapture>();
}
+8 −18
Original line number Diff line number Diff line
@@ -27,29 +27,22 @@ namespace android {
namespace renderengine {
namespace skia {

/**
 * This is an implementation of a Kawase blur, as described in here:
 * https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/
 * 00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf
 */
class BlurFilter {
public:
    // Downsample FBO to improve performance
    static constexpr float kInputScale = 0.25f;
    // Downsample scale factor used to improve performance
    static constexpr float kInverseInputScale = 1.0f / kInputScale;
    // Maximum number of render passes
    static constexpr uint32_t kMaxPasses = 4;
    // To avoid downscaling artifacts, we interpolate the blurred fbo with the full composited
    // image, up to this radius.
    static constexpr float kMaxCrossFadeRadius = 10.0f;

    explicit BlurFilter();
    virtual ~BlurFilter(){};
    explicit BlurFilter(){}
    virtual ~BlurFilter(){}

    // Execute blur, saving it to a texture
    sk_sp<SkImage> generate(GrRecordingContext* context, const uint32_t radius,
                            const sk_sp<SkImage> blurInput, const SkRect& blurRect) const;
    virtual sk_sp<SkImage> generate(GrRecordingContext* context, const uint32_t radius,
                            const sk_sp<SkImage> blurInput, const SkRect& blurRect) const = 0;

    /**
     * Draw the blurred content (from the generate method) into the canvas.
@@ -61,13 +54,10 @@ public:
     * @param blurredImage down-sampled blurred content that was produced by the generate() method
     * @param input original unblurred input that is used to crossfade with the blurredImage
     */
    void drawBlurRegion(SkCanvas* canvas, const SkRRect& effectRegion, const uint32_t blurRadius,
                        const float blurAlpha, const SkRect& blurRect, sk_sp<SkImage> blurredImage,
                        sk_sp<SkImage> input);

private:
    sk_sp<SkRuntimeEffect> mBlurEffect;
    sk_sp<SkRuntimeEffect> mMixEffect;
    virtual void drawBlurRegion(SkCanvas* canvas, const SkRRect& effectRegion,
                                const uint32_t blurRadius, const float blurAlpha,
                                const SkRect& blurRect, sk_sp<SkImage> blurredImage,
                                sk_sp<SkImage> input) = 0;
};

} // namespace skia
+14 −27
Original line number Diff line number Diff line
/*
 * Copyright 2020 The Android Open Source Project
 * Copyright 2021 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.
@@ -16,7 +16,7 @@

#define ATRACE_TAG ATRACE_TAG_GRAPHICS

#include "BlurFilter.h"
#include "KawaseBlurFilter.h"
#include <SkCanvas.h>
#include <SkData.h>
#include <SkPaint.h>
@@ -32,23 +32,17 @@ namespace android {
namespace renderengine {
namespace skia {

BlurFilter::BlurFilter() {
KawaseBlurFilter::KawaseBlurFilter(): BlurFilter() {
    SkString blurString(R"(
        uniform shader child;
        uniform float2 in_blurOffset;
        uniform float2 in_maxSizeXY;
        uniform float in_blurOffset;

        half4 main(float2 xy) {
            half4 c = child.eval(xy);
            c += child.eval(float2(clamp( in_blurOffset.x + xy.x, 0, in_maxSizeXY.x),
                                   clamp( in_blurOffset.y + xy.y, 0, in_maxSizeXY.y)));
            c += child.eval(float2(clamp( in_blurOffset.x + xy.x, 0, in_maxSizeXY.x),
                                   clamp(-in_blurOffset.y + xy.y, 0, in_maxSizeXY.y)));
            c += child.eval(float2(clamp(-in_blurOffset.x + xy.x, 0, in_maxSizeXY.x),
                                   clamp( in_blurOffset.y + xy.y, 0, in_maxSizeXY.y)));
            c += child.eval(float2(clamp(-in_blurOffset.x + xy.x, 0, in_maxSizeXY.x),
                                   clamp(-in_blurOffset.y + xy.y, 0, in_maxSizeXY.y)));

            c += child.eval(xy + float2(+in_blurOffset, +in_blurOffset));
            c += child.eval(xy + float2(+in_blurOffset, -in_blurOffset));
            c += child.eval(xy + float2(-in_blurOffset, -in_blurOffset));
            c += child.eval(xy + float2(-in_blurOffset, +in_blurOffset));
            return half4(c.rgb * 0.2, 1.0);
        }
    )");
@@ -76,8 +70,9 @@ BlurFilter::BlurFilter() {
    mMixEffect = std::move(mixEffect);
}

sk_sp<SkImage> BlurFilter::generate(GrRecordingContext* context, const uint32_t blurRadius,
                                    const sk_sp<SkImage> input, const SkRect& blurRect) const {
sk_sp<SkImage> KawaseBlurFilter::generate(GrRecordingContext* context, const uint32_t blurRadius,
                                          const sk_sp<SkImage> input, const SkRect& blurRect)
    const {
    // Kawase is an approximation of Gaussian, but it behaves differently from it.
    // A radius transformation is required for approximating them, and also to introduce
    // non-integer steps, necessary to smoothly interpolate large radii.
@@ -89,9 +84,6 @@ sk_sp<SkImage> BlurFilter::generate(GrRecordingContext* context, const uint32_t
    SkImageInfo scaledInfo = input->imageInfo().makeWH(std::ceil(blurRect.width() * kInputScale),
                                                       std::ceil(blurRect.height() * kInputScale));

    const float stepX = radiusByPasses;
    const float stepY = radiusByPasses;

    // For sampling Skia's API expects the inverse of what logically seems appropriate. In this
    // case you might expect Translate(blurRect.fLeft, blurRect.fTop) X Scale(kInverseInputScale)
    // but instead we must do the inverse.
@@ -103,20 +95,15 @@ sk_sp<SkImage> BlurFilter::generate(GrRecordingContext* context, const uint32_t
    SkRuntimeShaderBuilder blurBuilder(mBlurEffect);
    blurBuilder.child("child") =
            input->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear, blurMatrix);
    blurBuilder.uniform("in_blurOffset") = SkV2{stepX * kInputScale, stepY * kInputScale};
    blurBuilder.uniform("in_maxSizeXY") =
            SkV2{blurRect.width() * kInputScale, blurRect.height() * kInputScale};
    blurBuilder.uniform("in_blurOffset") = radiusByPasses * kInputScale;

    sk_sp<SkImage> tmpBlur(blurBuilder.makeImage(context, nullptr, scaledInfo, false));

    // And now we'll build our chain of scaled blur stages
    for (auto i = 1; i < numberOfPasses; i++) {
        const float stepScale = (float)i * kInputScale;
        blurBuilder.child("child") =
                tmpBlur->makeShader(SkTileMode::kClamp, SkTileMode::kClamp, linear);
        blurBuilder.uniform("in_blurOffset") = SkV2{stepX * stepScale, stepY * stepScale};
        blurBuilder.uniform("in_maxSizeXY") =
                SkV2{blurRect.width() * kInputScale, blurRect.height() * kInputScale};
        blurBuilder.uniform("in_blurOffset") = (float) i * radiusByPasses * kInputScale;
        tmpBlur = blurBuilder.makeImage(context, nullptr, scaledInfo, false);
    }

@@ -139,7 +126,7 @@ static SkMatrix getShaderTransform(const SkCanvas* canvas, const SkRect& blurRec
    return matrix;
}

void BlurFilter::drawBlurRegion(SkCanvas* canvas, const SkRRect& effectRegion,
void KawaseBlurFilter::drawBlurRegion(SkCanvas* canvas, const SkRRect& effectRegion,
                                const uint32_t blurRadius, const float blurAlpha,
                                const SkRect& blurRect, sk_sp<SkImage> blurredImage,
                                sk_sp<SkImage> input) {
+69 −0
Original line number Diff line number Diff line
/*
 * Copyright 2021 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.
 */

#pragma once

#include "BlurFilter.h"
#include <SkCanvas.h>
#include <SkImage.h>
#include <SkRuntimeEffect.h>
#include <SkSurface.h>

using namespace std;

namespace android {
namespace renderengine {
namespace skia {

/**
 * This is an implementation of a Kawase blur, as described in here:
 * https://community.arm.com/cfs-file/__key/communityserver-blogs-components-weblogfiles/
 * 00-00-00-20-66/siggraph2015_2D00_mmg_2D00_marius_2D00_notes.pdf
 */
class KawaseBlurFilter: public BlurFilter {
public:
    // Maximum number of render passes
    static constexpr uint32_t kMaxPasses = 4;

    explicit KawaseBlurFilter();
    virtual ~KawaseBlurFilter(){}

    // Execute blur, saving it to a texture
    sk_sp<SkImage> generate(GrRecordingContext* context, const uint32_t radius,
                            const sk_sp<SkImage> blurInput, const SkRect& blurRect) const override;

    /**
     * Draw the blurred content (from the generate method) into the canvas.
     * @param canvas is the destination/output for the blur
     * @param effectRegion the RoundRect in canvas coordinates that determines the blur coverage
     * @param blurRadius radius of the blur used to determine the intensity of the crossfade effect
     * @param blurAlpha alpha value applied to the effectRegion when the blur is drawn
     * @param blurRect bounds of the blurredImage translated into canvas coordinates
     * @param blurredImage down-sampled blurred content that was produced by the generate() method
     * @param input original unblurred input that is used to crossfade with the blurredImage
     */
    void drawBlurRegion(SkCanvas* canvas, const SkRRect& effectRegion, const uint32_t blurRadius,
                        const float blurAlpha, const SkRect& blurRect, sk_sp<SkImage> blurredImage,
                        sk_sp<SkImage> input) override;

private:
    sk_sp<SkRuntimeEffect> mBlurEffect;
    sk_sp<SkRuntimeEffect> mMixEffect;
};

} // namespace skia
} // namespace renderengine
} // namespace android