зеркало из https://github.com/mozilla/gecko-dev.git
870 строки
30 KiB
C++
870 строки
30 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "Blur.h"
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#include <algorithm>
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#include <math.h>
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#include <string.h>
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#include "mozilla/CheckedInt.h"
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#include "2D.h"
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#include "DataSurfaceHelpers.h"
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#include "Tools.h"
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#ifdef BUILD_ARM_NEON
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#include "mozilla/arm.h"
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#endif
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using namespace std;
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namespace mozilla {
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namespace gfx {
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/**
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* Helper function to process each row of the box blur.
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* It takes care of transposing the data on input or output depending
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* on whether we intend a horizontal or vertical blur, and whether we're
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* reading from the initial source or writing to the final destination.
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* It allows starting or ending anywhere within the row to accomodate
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* a skip rect.
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*/
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template<bool aTransposeInput, bool aTransposeOutput>
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static inline void
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BoxBlurRow(const uint8_t* aInput,
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uint8_t* aOutput,
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int32_t aLeftLobe,
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int32_t aRightLobe,
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int32_t aWidth,
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int32_t aStride,
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int32_t aStart,
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int32_t aEnd)
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{
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// If the input or output is transposed, then we will move down a row
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// for each step, instead of moving over a column. Since these values
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// only depend on a template parameter, they will more easily get
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// copy-propagated in the non-transposed case, which is why they
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// are not passed as parameters.
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const int32_t inputStep = aTransposeInput ? aStride : 1;
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const int32_t outputStep = aTransposeOutput ? aStride : 1;
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// We need to sample aLeftLobe pixels to the left and aRightLobe pixels
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// to the right of the current position, then average them. So this is
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// the size of the total width of this filter.
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const int32_t boxSize = aLeftLobe + aRightLobe + 1;
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// Instead of dividing the pixel sum by boxSize to average, we can just
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// compute a scale that will normalize the result so that it can be quickly
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// shifted into the desired range.
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const uint32_t reciprocal = (1 << 24) / boxSize;
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// The shift would normally truncate the result, whereas we would rather
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// prefer to round the result to the closest increment. By adding 0.5 units
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// to the initial sum, we bias the sum so that it will be rounded by the
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// truncation instead.
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uint32_t alphaSum = (boxSize + 1) / 2;
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// We process the row with a moving filter, keeping a sum (alphaSum) of
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// boxSize pixels. As we move over a pixel, we need to add on a pixel
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// from the right extreme of the window that moved into range, and subtract
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// off a pixel from the left extreme of window that moved out of range.
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// But first, we need to initialization alphaSum to the contents of
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// the window before we can get going. If the window moves out of bounds
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// of the row, we clamp each sample to be the closest pixel from within
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// row bounds, so the 0th and aWidth-1th pixel.
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int32_t initLeft = aStart - aLeftLobe;
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if (initLeft < 0) {
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// If the left lobe samples before the row, add in clamped samples.
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alphaSum += -initLeft * aInput[0];
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initLeft = 0;
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}
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int32_t initRight = aStart + boxSize - aLeftLobe;
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if (initRight > aWidth) {
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// If the right lobe samples after the row, add in clamped samples.
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alphaSum += (initRight - aWidth) * aInput[(aWidth - 1) * inputStep];
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initRight = aWidth;
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}
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// Finally, add in all the valid, non-clamped samples to fill up the
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// rest of the window.
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const uint8_t* src = &aInput[initLeft * inputStep];
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const uint8_t* iterEnd = &aInput[initRight * inputStep];
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#define INIT_ITER \
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alphaSum += *src; \
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src += inputStep;
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// We unroll the per-pixel loop here substantially. The amount of work
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// done per sample is so small that the cost of a loop condition check
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// and a branch can substantially add to or even dominate the performance
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// of the loop.
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while (src + 16 * inputStep <= iterEnd) {
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INIT_ITER; INIT_ITER; INIT_ITER; INIT_ITER;
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INIT_ITER; INIT_ITER; INIT_ITER; INIT_ITER;
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INIT_ITER; INIT_ITER; INIT_ITER; INIT_ITER;
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INIT_ITER; INIT_ITER; INIT_ITER; INIT_ITER;
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}
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while (src < iterEnd) {
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INIT_ITER;
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}
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// Now we start moving the window over the row. We will be accessing
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// pixels form aStart - aLeftLobe up to aEnd + aRightLobe, which may be
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// out of bounds of the row. To avoid having to check within the inner
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// loops if we are in bound, we instead compute the points at which
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// we will move out of bounds of the row on the left side (splitLeft)
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// and right side (splitRight).
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int32_t splitLeft = min(max(aLeftLobe, aStart), aEnd);
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int32_t splitRight = min(max(aWidth - (boxSize - aLeftLobe), aStart), aEnd);
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// If the filter window is actually large than the size of the row,
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// there will be a middle area of overlap where the leftmost and rightmost
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// pixel of the filter will both be outside the row. In this case, we need
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// to invert the splits so that splitLeft <= splitRight.
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if (boxSize > aWidth) {
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swap(splitLeft, splitRight);
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}
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// Process all pixels up to splitLeft that would sample before the start of the row.
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// Note that because inputStep and outputStep may not be a const 1 value, it is more
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// performant to increment pointers here for the source and destination rather than
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// use a loop counter, since doing so would entail an expensive multiplication that
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// significantly slows down the loop.
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uint8_t* dst = &aOutput[aStart * outputStep];
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iterEnd = &aOutput[splitLeft * outputStep];
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src = &aInput[(aStart + boxSize - aLeftLobe) * inputStep];
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uint8_t firstVal = aInput[0];
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#define LEFT_ITER \
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*dst = (alphaSum * reciprocal) >> 24; \
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alphaSum += *src - firstVal; \
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dst += outputStep; \
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src += inputStep;
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while (dst + 16 * outputStep <= iterEnd) {
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LEFT_ITER; LEFT_ITER; LEFT_ITER; LEFT_ITER;
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LEFT_ITER; LEFT_ITER; LEFT_ITER; LEFT_ITER;
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LEFT_ITER; LEFT_ITER; LEFT_ITER; LEFT_ITER;
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LEFT_ITER; LEFT_ITER; LEFT_ITER; LEFT_ITER;
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}
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while (dst < iterEnd) {
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LEFT_ITER;
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}
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// Process all pixels between splitLeft and splitRight.
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iterEnd = &aOutput[splitRight * outputStep];
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if (boxSize <= aWidth) {
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// The filter window is smaller than the row size, so the leftmost and rightmost
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// samples are both within row bounds.
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src = &aInput[(splitLeft - aLeftLobe) * inputStep];
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int32_t boxStep = boxSize * inputStep;
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#define CENTER_ITER \
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*dst = (alphaSum * reciprocal) >> 24; \
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alphaSum += src[boxStep] - *src; \
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dst += outputStep; \
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src += inputStep;
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while (dst + 16 * outputStep <= iterEnd) {
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CENTER_ITER; CENTER_ITER; CENTER_ITER; CENTER_ITER;
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CENTER_ITER; CENTER_ITER; CENTER_ITER; CENTER_ITER;
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CENTER_ITER; CENTER_ITER; CENTER_ITER; CENTER_ITER;
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CENTER_ITER; CENTER_ITER; CENTER_ITER; CENTER_ITER;
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}
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while (dst < iterEnd) {
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CENTER_ITER;
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}
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} else {
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// The filter window is larger than the row size, and we're in the area of split
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// overlap. So the leftmost and rightmost samples are both out of bounds and need
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// to be clamped. We can just precompute the difference here consequently.
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int32_t firstLastDiff = aInput[(aWidth -1) * inputStep] - aInput[0];
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while (dst < iterEnd) {
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*dst = (alphaSum * reciprocal) >> 24;
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alphaSum += firstLastDiff;
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dst += outputStep;
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}
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}
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// Process all remaining pixels after splitRight that would sample after the row end.
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iterEnd = &aOutput[aEnd * outputStep];
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src = &aInput[(splitRight - aLeftLobe) * inputStep];
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uint8_t lastVal = aInput[(aWidth - 1) * inputStep];
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#define RIGHT_ITER \
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*dst = (alphaSum * reciprocal) >> 24; \
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alphaSum += lastVal - *src; \
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dst += outputStep; \
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src += inputStep;
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while (dst + 16 * outputStep <= iterEnd) {
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RIGHT_ITER; RIGHT_ITER; RIGHT_ITER; RIGHT_ITER;
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RIGHT_ITER; RIGHT_ITER; RIGHT_ITER; RIGHT_ITER;
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RIGHT_ITER; RIGHT_ITER; RIGHT_ITER; RIGHT_ITER;
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RIGHT_ITER; RIGHT_ITER; RIGHT_ITER; RIGHT_ITER;
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}
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while (dst < iterEnd) {
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RIGHT_ITER;
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}
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}
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/**
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* Box blur involves looking at one pixel, and setting its value to the average
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* of its neighbouring pixels. This is meant to provide a 3-pass approximation of a
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* Gaussian blur.
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* @param aTranspose Whether to transpose the buffer when reading and writing to it.
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* @param aData The buffer to be blurred.
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* @param aLobes The number of pixels to blend on the left and right for each of 3 passes.
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* @param aWidth The number of columns in the buffers.
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* @param aRows The number of rows in the buffers.
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* @param aStride The stride of the buffer.
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*/
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template<bool aTranspose>
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static void
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BoxBlur(uint8_t* aData,
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const int32_t aLobes[3][2],
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int32_t aWidth,
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int32_t aRows,
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int32_t aStride,
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IntRect aSkipRect)
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{
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if (aTranspose) {
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swap(aWidth, aRows);
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swap(aSkipRect.x, aSkipRect.y);
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swap(aSkipRect.width, aSkipRect.height);
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}
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MOZ_ASSERT(aWidth > 0);
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// All three passes of the box blur that approximate the Gaussian are done
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// on each row in turn, so we only need two temporary row buffers to process
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// each row, instead of a full-sized buffer. Data moves from the source to the
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// first temporary, from the first temporary to the second, then from the second
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// back to the destination. This way is more cache-friendly than processing whe
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// whole buffer in each pass and thus yields a nice speedup.
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uint8_t* tmpRow = new (std::nothrow) uint8_t[2 * aWidth];
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if (!tmpRow) {
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return;
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}
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uint8_t* tmpRow2 = tmpRow + aWidth;
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const int32_t stride = aTranspose ? 1 : aStride;
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bool skipRectCoversWholeRow = 0 >= aSkipRect.x &&
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aWidth <= aSkipRect.XMost();
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for (int32_t y = 0; y < aRows; y++) {
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// Check whether the skip rect intersects this row. If the skip
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// rect covers the whole surface in this row, we can avoid
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// this row entirely (and any others along the skip rect).
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bool inSkipRectY = y >= aSkipRect.y &&
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y < aSkipRect.YMost();
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if (inSkipRectY && skipRectCoversWholeRow) {
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aData += stride * (aSkipRect.YMost() - y);
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y = aSkipRect.YMost() - 1;
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continue;
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}
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// Read in data from the source transposed if necessary.
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BoxBlurRow<aTranspose, false>(aData, tmpRow, aLobes[0][0], aLobes[0][1], aWidth, aStride, 0, aWidth);
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// For the middle pass, the data is already pre-transposed and does not need to be post-transposed yet.
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BoxBlurRow<false, false>(tmpRow, tmpRow2, aLobes[1][0], aLobes[1][1], aWidth, aStride, 0, aWidth);
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// Write back data to the destination transposed if necessary too.
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// Make sure not to overwrite the skip rect by only outputting to the
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// destination before and after the skip rect, if requested.
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int32_t skipStart = inSkipRectY ? min(max(aSkipRect.x, 0), aWidth) : aWidth;
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int32_t skipEnd = max(skipStart, aSkipRect.XMost());
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if (skipStart > 0) {
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BoxBlurRow<false, aTranspose>(tmpRow2, aData, aLobes[2][0], aLobes[2][1], aWidth, aStride, 0, skipStart);
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}
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if (skipEnd < aWidth) {
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BoxBlurRow<false, aTranspose>(tmpRow2, aData, aLobes[2][0], aLobes[2][1], aWidth, aStride, skipEnd, aWidth);
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}
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aData += stride;
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}
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delete[] tmpRow;
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}
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static void ComputeLobes(int32_t aRadius, int32_t aLobes[3][2])
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{
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int32_t major, minor, final;
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/* See http://www.w3.org/TR/SVG/filters.html#feGaussianBlur for
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* some notes about approximating the Gaussian blur with box-blurs.
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* The comments below are in the terminology of that page.
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*/
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int32_t z = aRadius / 3;
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switch (aRadius % 3) {
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case 0:
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// aRadius = z*3; choose d = 2*z + 1
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major = minor = final = z;
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break;
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case 1:
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// aRadius = z*3 + 1
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// This is a tricky case since there is no value of d which will
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// yield a radius of exactly aRadius. If d is odd, i.e. d=2*k + 1
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// for some integer k, then the radius will be 3*k. If d is even,
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// i.e. d=2*k, then the radius will be 3*k - 1.
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// So we have to choose values that don't match the standard
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// algorithm.
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major = z + 1;
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minor = final = z;
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break;
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case 2:
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// aRadius = z*3 + 2; choose d = 2*z + 2
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major = final = z + 1;
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minor = z;
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break;
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default:
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// Mathematical impossibility!
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MOZ_ASSERT(false);
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major = minor = final = 0;
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}
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MOZ_ASSERT(major + minor + final == aRadius);
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aLobes[0][0] = major;
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aLobes[0][1] = minor;
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aLobes[1][0] = minor;
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aLobes[1][1] = major;
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aLobes[2][0] = final;
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aLobes[2][1] = final;
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}
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static void
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SpreadHorizontal(uint8_t* aInput,
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uint8_t* aOutput,
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int32_t aRadius,
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int32_t aWidth,
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int32_t aRows,
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int32_t aStride,
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const IntRect& aSkipRect)
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{
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if (aRadius == 0) {
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memcpy(aOutput, aInput, aStride * aRows);
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return;
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}
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bool skipRectCoversWholeRow = 0 >= aSkipRect.x &&
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aWidth <= aSkipRect.XMost();
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for (int32_t y = 0; y < aRows; y++) {
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// Check whether the skip rect intersects this row. If the skip
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// rect covers the whole surface in this row, we can avoid
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// this row entirely (and any others along the skip rect).
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bool inSkipRectY = y >= aSkipRect.y &&
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y < aSkipRect.YMost();
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if (inSkipRectY && skipRectCoversWholeRow) {
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y = aSkipRect.YMost() - 1;
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continue;
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}
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for (int32_t x = 0; x < aWidth; x++) {
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// Check whether we are within the skip rect. If so, go
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// to the next point outside the skip rect.
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if (inSkipRectY && x >= aSkipRect.x &&
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x < aSkipRect.XMost()) {
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x = aSkipRect.XMost();
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if (x >= aWidth)
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break;
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}
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int32_t sMin = max(x - aRadius, 0);
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int32_t sMax = min(x + aRadius, aWidth - 1);
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int32_t v = 0;
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for (int32_t s = sMin; s <= sMax; ++s) {
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v = max<int32_t>(v, aInput[aStride * y + s]);
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}
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aOutput[aStride * y + x] = v;
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}
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}
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}
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static void
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SpreadVertical(uint8_t* aInput,
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uint8_t* aOutput,
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int32_t aRadius,
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int32_t aWidth,
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int32_t aRows,
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int32_t aStride,
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const IntRect& aSkipRect)
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{
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if (aRadius == 0) {
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memcpy(aOutput, aInput, aStride * aRows);
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return;
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}
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bool skipRectCoversWholeColumn = 0 >= aSkipRect.y &&
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aRows <= aSkipRect.YMost();
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for (int32_t x = 0; x < aWidth; x++) {
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bool inSkipRectX = x >= aSkipRect.x &&
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x < aSkipRect.XMost();
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if (inSkipRectX && skipRectCoversWholeColumn) {
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x = aSkipRect.XMost() - 1;
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continue;
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}
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for (int32_t y = 0; y < aRows; y++) {
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// Check whether we are within the skip rect. If so, go
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// to the next point outside the skip rect.
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if (inSkipRectX && y >= aSkipRect.y &&
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y < aSkipRect.YMost()) {
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y = aSkipRect.YMost();
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if (y >= aRows)
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break;
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}
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int32_t sMin = max(y - aRadius, 0);
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int32_t sMax = min(y + aRadius, aRows - 1);
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int32_t v = 0;
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for (int32_t s = sMin; s <= sMax; ++s) {
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v = max<int32_t>(v, aInput[aStride * s + x]);
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}
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aOutput[aStride * y + x] = v;
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}
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}
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}
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CheckedInt<int32_t>
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AlphaBoxBlur::RoundUpToMultipleOf4(int32_t aVal)
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{
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CheckedInt<int32_t> val(aVal);
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val += 3;
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val /= 4;
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val *= 4;
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return val;
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}
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AlphaBoxBlur::AlphaBoxBlur(const Rect& aRect,
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const IntSize& aSpreadRadius,
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const IntSize& aBlurRadius,
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const Rect* aDirtyRect,
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const Rect* aSkipRect)
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: mSurfaceAllocationSize(0)
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{
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Init(aRect, aSpreadRadius, aBlurRadius, aDirtyRect, aSkipRect);
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}
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AlphaBoxBlur::AlphaBoxBlur()
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: mSurfaceAllocationSize(0)
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{
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}
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void
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AlphaBoxBlur::Init(const Rect& aRect,
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const IntSize& aSpreadRadius,
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const IntSize& aBlurRadius,
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const Rect* aDirtyRect,
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const Rect* aSkipRect)
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{
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|
mSpreadRadius = aSpreadRadius;
|
|
mBlurRadius = aBlurRadius;
|
|
|
|
Rect rect(aRect);
|
|
rect.Inflate(Size(aBlurRadius + aSpreadRadius));
|
|
rect.RoundOut();
|
|
|
|
if (aDirtyRect) {
|
|
// If we get passed a dirty rect from layout, we can minimize the
|
|
// shadow size and make painting faster.
|
|
mHasDirtyRect = true;
|
|
mDirtyRect = *aDirtyRect;
|
|
Rect requiredBlurArea = mDirtyRect.Intersect(rect);
|
|
requiredBlurArea.Inflate(Size(aBlurRadius + aSpreadRadius));
|
|
rect = requiredBlurArea.Intersect(rect);
|
|
} else {
|
|
mHasDirtyRect = false;
|
|
}
|
|
|
|
mRect = TruncatedToInt(rect);
|
|
if (mRect.IsEmpty()) {
|
|
return;
|
|
}
|
|
|
|
if (aSkipRect) {
|
|
// If we get passed a skip rect, we can lower the amount of
|
|
// blurring/spreading we need to do. We convert it to IntRect to avoid
|
|
// expensive int<->float conversions if we were to use Rect instead.
|
|
Rect skipRect = *aSkipRect;
|
|
skipRect.Deflate(Size(aBlurRadius + aSpreadRadius));
|
|
mSkipRect = RoundedIn(skipRect);
|
|
mSkipRect = mSkipRect.Intersect(mRect);
|
|
if (mSkipRect.IsEqualInterior(mRect))
|
|
return;
|
|
|
|
mSkipRect -= mRect.TopLeft();
|
|
} else {
|
|
mSkipRect = IntRect(0, 0, 0, 0);
|
|
}
|
|
|
|
CheckedInt<int32_t> stride = RoundUpToMultipleOf4(mRect.width);
|
|
if (stride.isValid()) {
|
|
mStride = stride.value();
|
|
|
|
// We need to leave room for an additional 3 bytes for a potential overrun
|
|
// in our blurring code.
|
|
size_t size = BufferSizeFromStrideAndHeight(mStride, mRect.height, 3);
|
|
if (size != 0) {
|
|
mSurfaceAllocationSize = size;
|
|
}
|
|
}
|
|
}
|
|
|
|
AlphaBoxBlur::AlphaBoxBlur(const Rect& aRect,
|
|
int32_t aStride,
|
|
float aSigmaX,
|
|
float aSigmaY)
|
|
: mRect(TruncatedToInt(aRect)),
|
|
mSpreadRadius(),
|
|
mBlurRadius(CalculateBlurRadius(Point(aSigmaX, aSigmaY))),
|
|
mStride(aStride),
|
|
mSurfaceAllocationSize(0)
|
|
{
|
|
IntRect intRect;
|
|
if (aRect.ToIntRect(&intRect)) {
|
|
size_t minDataSize = BufferSizeFromStrideAndHeight(intRect.width, intRect.height);
|
|
if (minDataSize != 0) {
|
|
mSurfaceAllocationSize = minDataSize;
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
AlphaBoxBlur::~AlphaBoxBlur()
|
|
{
|
|
}
|
|
|
|
IntSize
|
|
AlphaBoxBlur::GetSize()
|
|
{
|
|
IntSize size(mRect.width, mRect.height);
|
|
return size;
|
|
}
|
|
|
|
int32_t
|
|
AlphaBoxBlur::GetStride()
|
|
{
|
|
return mStride;
|
|
}
|
|
|
|
IntRect
|
|
AlphaBoxBlur::GetRect()
|
|
{
|
|
return mRect;
|
|
}
|
|
|
|
Rect*
|
|
AlphaBoxBlur::GetDirtyRect()
|
|
{
|
|
if (mHasDirtyRect) {
|
|
return &mDirtyRect;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
size_t
|
|
AlphaBoxBlur::GetSurfaceAllocationSize() const
|
|
{
|
|
return mSurfaceAllocationSize;
|
|
}
|
|
|
|
void
|
|
AlphaBoxBlur::Blur(uint8_t* aData)
|
|
{
|
|
if (!aData) {
|
|
return;
|
|
}
|
|
|
|
// no need to do all this if not blurring or spreading
|
|
if (mBlurRadius != IntSize(0,0) || mSpreadRadius != IntSize(0,0)) {
|
|
int32_t stride = GetStride();
|
|
|
|
IntSize size = GetSize();
|
|
|
|
if (mSpreadRadius.width > 0 || mSpreadRadius.height > 0) {
|
|
// No need to use CheckedInt here - we have validated it in the constructor.
|
|
size_t szB = stride * size.height;
|
|
uint8_t* tmpData = new (std::nothrow) uint8_t[szB];
|
|
|
|
if (!tmpData) {
|
|
return;
|
|
}
|
|
|
|
memset(tmpData, 0, szB);
|
|
|
|
SpreadHorizontal(aData, tmpData, mSpreadRadius.width, size.width, size.height, stride, mSkipRect);
|
|
SpreadVertical(tmpData, aData, mSpreadRadius.height, size.width, size.height, stride, mSkipRect);
|
|
|
|
delete [] tmpData;
|
|
}
|
|
|
|
int32_t horizontalLobes[3][2];
|
|
ComputeLobes(mBlurRadius.width, horizontalLobes);
|
|
int32_t verticalLobes[3][2];
|
|
ComputeLobes(mBlurRadius.height, verticalLobes);
|
|
|
|
// We want to allow for some extra space on the left for alignment reasons.
|
|
int32_t maxLeftLobe = RoundUpToMultipleOf4(horizontalLobes[0][0] + 1).value();
|
|
|
|
IntSize integralImageSize(size.width + maxLeftLobe + horizontalLobes[1][1],
|
|
size.height + verticalLobes[0][0] + verticalLobes[1][1] + 1);
|
|
|
|
if ((integralImageSize.width * integralImageSize.height) > (1 << 24)) {
|
|
// Fallback to old blurring code when the surface is so large it may
|
|
// overflow our integral image!
|
|
if (mBlurRadius.width > 0) {
|
|
BoxBlur<false>(aData, horizontalLobes, size.width, size.height, stride, mSkipRect);
|
|
}
|
|
if (mBlurRadius.height > 0) {
|
|
BoxBlur<true>(aData, verticalLobes, size.width, size.height, stride, mSkipRect);
|
|
}
|
|
} else {
|
|
size_t integralImageStride = GetAlignedStride<16>(integralImageSize.width, 4);
|
|
if (integralImageStride == 0) {
|
|
return;
|
|
}
|
|
|
|
// We need to leave room for an additional 12 bytes for a maximum overrun
|
|
// of 3 pixels in the blurring code.
|
|
size_t bufLen = BufferSizeFromStrideAndHeight(integralImageStride, integralImageSize.height, 12);
|
|
if (bufLen == 0) {
|
|
return;
|
|
}
|
|
// bufLen is a byte count, but here we want a multiple of 32-bit ints, so
|
|
// we divide by 4.
|
|
AlignedArray<uint32_t> integralImage((bufLen / 4) + ((bufLen % 4) ? 1 : 0));
|
|
|
|
if (!integralImage) {
|
|
return;
|
|
}
|
|
|
|
#ifdef USE_SSE2
|
|
if (Factory::HasSSE2()) {
|
|
BoxBlur_SSE2(aData, horizontalLobes[0][0], horizontalLobes[0][1], verticalLobes[0][0],
|
|
verticalLobes[0][1], integralImage, integralImageStride);
|
|
BoxBlur_SSE2(aData, horizontalLobes[1][0], horizontalLobes[1][1], verticalLobes[1][0],
|
|
verticalLobes[1][1], integralImage, integralImageStride);
|
|
BoxBlur_SSE2(aData, horizontalLobes[2][0], horizontalLobes[2][1], verticalLobes[2][0],
|
|
verticalLobes[2][1], integralImage, integralImageStride);
|
|
} else
|
|
#endif
|
|
#ifdef BUILD_ARM_NEON
|
|
if (mozilla::supports_neon()) {
|
|
BoxBlur_NEON(aData, horizontalLobes[0][0], horizontalLobes[0][1], verticalLobes[0][0],
|
|
verticalLobes[0][1], integralImage, integralImageStride);
|
|
BoxBlur_NEON(aData, horizontalLobes[1][0], horizontalLobes[1][1], verticalLobes[1][0],
|
|
verticalLobes[1][1], integralImage, integralImageStride);
|
|
BoxBlur_NEON(aData, horizontalLobes[2][0], horizontalLobes[2][1], verticalLobes[2][0],
|
|
verticalLobes[2][1], integralImage, integralImageStride);
|
|
} else
|
|
#endif
|
|
{
|
|
#ifdef _MIPS_ARCH_LOONGSON3A
|
|
BoxBlur_LS3(aData, horizontalLobes[0][0], horizontalLobes[0][1], verticalLobes[0][0],
|
|
verticalLobes[0][1], integralImage, integralImageStride);
|
|
BoxBlur_LS3(aData, horizontalLobes[1][0], horizontalLobes[1][1], verticalLobes[1][0],
|
|
verticalLobes[1][1], integralImage, integralImageStride);
|
|
BoxBlur_LS3(aData, horizontalLobes[2][0], horizontalLobes[2][1], verticalLobes[2][0],
|
|
verticalLobes[2][1], integralImage, integralImageStride);
|
|
#else
|
|
BoxBlur_C(aData, horizontalLobes[0][0], horizontalLobes[0][1], verticalLobes[0][0],
|
|
verticalLobes[0][1], integralImage, integralImageStride);
|
|
BoxBlur_C(aData, horizontalLobes[1][0], horizontalLobes[1][1], verticalLobes[1][0],
|
|
verticalLobes[1][1], integralImage, integralImageStride);
|
|
BoxBlur_C(aData, horizontalLobes[2][0], horizontalLobes[2][1], verticalLobes[2][0],
|
|
verticalLobes[2][1], integralImage, integralImageStride);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
MOZ_ALWAYS_INLINE void
|
|
GenerateIntegralRow(uint32_t *aDest, const uint8_t *aSource, uint32_t *aPreviousRow,
|
|
const uint32_t &aSourceWidth, const uint32_t &aLeftInflation, const uint32_t &aRightInflation)
|
|
{
|
|
uint32_t currentRowSum = 0;
|
|
uint32_t pixel = aSource[0];
|
|
for (uint32_t x = 0; x < aLeftInflation; x++) {
|
|
currentRowSum += pixel;
|
|
*aDest++ = currentRowSum + *aPreviousRow++;
|
|
}
|
|
for (uint32_t x = aLeftInflation; x < (aSourceWidth + aLeftInflation); x += 4) {
|
|
uint32_t alphaValues = *(uint32_t*)(aSource + (x - aLeftInflation));
|
|
#if defined WORDS_BIGENDIAN || defined IS_BIG_ENDIAN || defined __BIG_ENDIAN__
|
|
currentRowSum += (alphaValues >> 24) & 0xff;
|
|
*aDest++ = *aPreviousRow++ + currentRowSum;
|
|
currentRowSum += (alphaValues >> 16) & 0xff;
|
|
*aDest++ = *aPreviousRow++ + currentRowSum;
|
|
currentRowSum += (alphaValues >> 8) & 0xff;
|
|
*aDest++ = *aPreviousRow++ + currentRowSum;
|
|
currentRowSum += alphaValues & 0xff;
|
|
*aDest++ = *aPreviousRow++ + currentRowSum;
|
|
#else
|
|
currentRowSum += alphaValues & 0xff;
|
|
*aDest++ = *aPreviousRow++ + currentRowSum;
|
|
alphaValues >>= 8;
|
|
currentRowSum += alphaValues & 0xff;
|
|
*aDest++ = *aPreviousRow++ + currentRowSum;
|
|
alphaValues >>= 8;
|
|
currentRowSum += alphaValues & 0xff;
|
|
*aDest++ = *aPreviousRow++ + currentRowSum;
|
|
alphaValues >>= 8;
|
|
currentRowSum += alphaValues & 0xff;
|
|
*aDest++ = *aPreviousRow++ + currentRowSum;
|
|
#endif
|
|
}
|
|
pixel = aSource[aSourceWidth - 1];
|
|
for (uint32_t x = (aSourceWidth + aLeftInflation); x < (aSourceWidth + aLeftInflation + aRightInflation); x++) {
|
|
currentRowSum += pixel;
|
|
*aDest++ = currentRowSum + *aPreviousRow++;
|
|
}
|
|
}
|
|
|
|
MOZ_ALWAYS_INLINE void
|
|
GenerateIntegralImage_C(int32_t aLeftInflation, int32_t aRightInflation,
|
|
int32_t aTopInflation, int32_t aBottomInflation,
|
|
uint32_t *aIntegralImage, size_t aIntegralImageStride,
|
|
uint8_t *aSource, int32_t aSourceStride, const IntSize &aSize)
|
|
{
|
|
uint32_t stride32bit = aIntegralImageStride / 4;
|
|
|
|
IntSize integralImageSize(aSize.width + aLeftInflation + aRightInflation,
|
|
aSize.height + aTopInflation + aBottomInflation);
|
|
|
|
memset(aIntegralImage, 0, aIntegralImageStride);
|
|
|
|
GenerateIntegralRow(aIntegralImage, aSource, aIntegralImage,
|
|
aSize.width, aLeftInflation, aRightInflation);
|
|
for (int y = 1; y < aTopInflation + 1; y++) {
|
|
GenerateIntegralRow(aIntegralImage + (y * stride32bit), aSource, aIntegralImage + (y - 1) * stride32bit,
|
|
aSize.width, aLeftInflation, aRightInflation);
|
|
}
|
|
|
|
for (int y = aTopInflation + 1; y < (aSize.height + aTopInflation); y++) {
|
|
GenerateIntegralRow(aIntegralImage + (y * stride32bit), aSource + aSourceStride * (y - aTopInflation),
|
|
aIntegralImage + (y - 1) * stride32bit, aSize.width, aLeftInflation, aRightInflation);
|
|
}
|
|
|
|
if (aBottomInflation) {
|
|
for (int y = (aSize.height + aTopInflation); y < integralImageSize.height; y++) {
|
|
GenerateIntegralRow(aIntegralImage + (y * stride32bit), aSource + ((aSize.height - 1) * aSourceStride),
|
|
aIntegralImage + (y - 1) * stride32bit,
|
|
aSize.width, aLeftInflation, aRightInflation);
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Attempt to do an in-place box blur using an integral image.
|
|
*/
|
|
void
|
|
AlphaBoxBlur::BoxBlur_C(uint8_t* aData,
|
|
int32_t aLeftLobe,
|
|
int32_t aRightLobe,
|
|
int32_t aTopLobe,
|
|
int32_t aBottomLobe,
|
|
uint32_t *aIntegralImage,
|
|
size_t aIntegralImageStride)
|
|
{
|
|
IntSize size = GetSize();
|
|
|
|
MOZ_ASSERT(size.width > 0);
|
|
|
|
// Our 'left' or 'top' lobe will include the current pixel. i.e. when
|
|
// looking at an integral image the value of a pixel at 'x,y' is calculated
|
|
// using the value of the integral image values above/below that.
|
|
aLeftLobe++;
|
|
aTopLobe++;
|
|
int32_t boxSize = (aLeftLobe + aRightLobe) * (aTopLobe + aBottomLobe);
|
|
|
|
MOZ_ASSERT(boxSize > 0);
|
|
|
|
if (boxSize == 1) {
|
|
return;
|
|
}
|
|
|
|
int32_t stride32bit = aIntegralImageStride / 4;
|
|
|
|
int32_t leftInflation = RoundUpToMultipleOf4(aLeftLobe).value();
|
|
|
|
GenerateIntegralImage_C(leftInflation, aRightLobe, aTopLobe, aBottomLobe,
|
|
aIntegralImage, aIntegralImageStride, aData,
|
|
mStride, size);
|
|
|
|
uint32_t reciprocal = uint32_t((uint64_t(1) << 32) / boxSize);
|
|
|
|
uint32_t *innerIntegral = aIntegralImage + (aTopLobe * stride32bit) + leftInflation;
|
|
|
|
// Storing these locally makes this about 30% faster! Presumably the compiler
|
|
// can't be sure we're not altering the member variables in this loop.
|
|
IntRect skipRect = mSkipRect;
|
|
uint8_t *data = aData;
|
|
int32_t stride = mStride;
|
|
for (int32_t y = 0; y < size.height; y++) {
|
|
bool inSkipRectY = y > skipRect.y && y < skipRect.YMost();
|
|
|
|
uint32_t *topLeftBase = innerIntegral + ((y - aTopLobe) * stride32bit - aLeftLobe);
|
|
uint32_t *topRightBase = innerIntegral + ((y - aTopLobe) * stride32bit + aRightLobe);
|
|
uint32_t *bottomRightBase = innerIntegral + ((y + aBottomLobe) * stride32bit + aRightLobe);
|
|
uint32_t *bottomLeftBase = innerIntegral + ((y + aBottomLobe) * stride32bit - aLeftLobe);
|
|
|
|
for (int32_t x = 0; x < size.width; x++) {
|
|
if (inSkipRectY && x > skipRect.x && x < skipRect.XMost()) {
|
|
x = skipRect.XMost() - 1;
|
|
// Trigger early jump on coming loop iterations, this will be reset
|
|
// next line anyway.
|
|
inSkipRectY = false;
|
|
continue;
|
|
}
|
|
int32_t topLeft = topLeftBase[x];
|
|
int32_t topRight = topRightBase[x];
|
|
int32_t bottomRight = bottomRightBase[x];
|
|
int32_t bottomLeft = bottomLeftBase[x];
|
|
|
|
uint32_t value = bottomRight - topRight - bottomLeft;
|
|
value += topLeft;
|
|
|
|
data[stride * y + x] = (uint64_t(reciprocal) * value + (uint64_t(1) << 31)) >> 32;
|
|
}
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Compute the box blur size (which we're calling the blur radius) from
|
|
* the standard deviation.
|
|
*
|
|
* Much of this, the 3 * sqrt(2 * pi) / 4, is the known value for
|
|
* approximating a Gaussian using box blurs. This yields quite a good
|
|
* approximation for a Gaussian. Then we multiply this by 1.5 since our
|
|
* code wants the radius of the entire triple-box-blur kernel instead of
|
|
* the diameter of an individual box blur. For more details, see:
|
|
* http://www.w3.org/TR/SVG11/filters.html#feGaussianBlurElement
|
|
* https://bugzilla.mozilla.org/show_bug.cgi?id=590039#c19
|
|
*/
|
|
static const Float GAUSSIAN_SCALE_FACTOR = Float((3 * sqrt(2 * M_PI) / 4) * 1.5);
|
|
|
|
IntSize
|
|
AlphaBoxBlur::CalculateBlurRadius(const Point& aStd)
|
|
{
|
|
IntSize size(static_cast<int32_t>(floor(aStd.x * GAUSSIAN_SCALE_FACTOR + 0.5f)),
|
|
static_cast<int32_t>(floor(aStd.y * GAUSSIAN_SCALE_FACTOR + 0.5f)));
|
|
|
|
return size;
|
|
}
|
|
|
|
Float
|
|
AlphaBoxBlur::CalculateBlurSigma(int32_t aBlurRadius)
|
|
{
|
|
return aBlurRadius / GAUSSIAN_SCALE_FACTOR;
|
|
}
|
|
|
|
} // namespace gfx
|
|
} // namespace mozilla
|