--- /dev/null
+/*
+ * Copyright 2013 Google Inc.
+ *
+ * Use of this source code is governed by a BSD-style license that can be
+ * found in the LICENSE file.
+ */
+
+#include "gm.h"
+#include "SkCanvas.h"
+#include "SkBlurMaskFilter.h"
+
+// This GM tests out the quick reject bounds of the blur mask filter. It draws
+// four blurred rects around a central clip. The blurred rect geometry outset
+// by the blur radius does not overlap the clip rect so, if the blur clipping
+// just uses the radius, they will be clipped out (and the result will differ
+// from the result if quick reject were disabled. If the blur clipping uses
+// the correct 3 sigma bound then the images with and without quick rejecting
+// will be the same.
+class BlurQuickRejectGM : public skiagm::GM {
+public:
+ BlurQuickRejectGM() {}
+
+protected:
+ virtual SkString onShortName() SK_OVERRIDE {
+ return SkString("blurquickreject");
+ }
+
+ virtual SkISize onISize() SK_OVERRIDE {
+ return SkISize::Make(kWidth, kHeight);
+ }
+
+ virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
+ static const SkScalar kBlurRadius = SkIntToScalar(20);
+ static const SkScalar kBoxSize = SkIntToScalar(100);
+
+ SkRect clipRect = SkRect::MakeXYWH(0, 0, kBoxSize, kBoxSize);
+ SkRect blurRects[] = {
+ { -kBoxSize - (kBlurRadius+1), 0, -(kBlurRadius+1), kBoxSize },
+ { 0, -kBoxSize - (kBlurRadius+1), kBoxSize, -(kBlurRadius+1) },
+ { kBoxSize+kBlurRadius+1, 0, 2*kBoxSize+kBlurRadius+1, kBoxSize },
+ { 0, kBoxSize+kBlurRadius+1, kBoxSize, 2*kBoxSize+kBlurRadius+1 }
+ };
+ SkColor colors[] = {
+ SK_ColorRED,
+ SK_ColorGREEN,
+ SK_ColorBLUE,
+ SK_ColorYELLOW,
+ };
+ SkASSERT(SK_ARRAY_COUNT(colors) == SK_ARRAY_COUNT(blurRects));
+
+ SkPaint hairlinePaint;
+ hairlinePaint.setStyle(SkPaint::kStroke_Style);
+ hairlinePaint.setColor(SK_ColorWHITE);
+ hairlinePaint.setStrokeWidth(0);
+
+ SkPaint blurPaint;
+ blurPaint.setFilterBitmap(true);
+ SkMaskFilter* mf = SkBlurMaskFilter::Create(kBlurRadius,
+ SkBlurMaskFilter::kNormal_BlurStyle);
+ blurPaint.setMaskFilter(mf)->unref();
+
+ canvas->clear(SK_ColorBLACK);
+ canvas->save();
+ canvas->translate(kBoxSize, kBoxSize);
+ canvas->drawRect(clipRect, hairlinePaint);
+ canvas->clipRect(clipRect);
+ for (int i = 0; i < SK_ARRAY_COUNT(blurRects); ++i) {
+ blurPaint.setColor(colors[i]);
+ canvas->drawRect(blurRects[i], blurPaint);
+ canvas->drawRect(blurRects[i], hairlinePaint);
+ }
+ canvas->restore();
+ }
+
+private:
+ static const int kWidth = 300;
+ static const int kHeight = 300;
+
+ typedef GM INHERITED;
+};
+
+DEF_GM( return new BlurQuickRejectGM(); )
'../gm/bleed.cpp',
'../gm/blend.cpp',
'../gm/blurs.cpp',
+ '../gm/blurquickreject.cpp',
'../gm/blurrect.cpp',
'../gm/circles.cpp',
'../gm/colorfilterimagefilter.cpp',
#include "SkTemplates.h"
#include "SkEndian.h"
-// scale factor for the blur radius to match the behavior of the all existing blur
-// code (both on the CPU and the GPU). This magic constant is 1/sqrt(3).
-
-// TODO: get rid of this fudge factor and move any required fudging up into
-// the calling library
-
-#define kBlurRadiusFudgeFactor SkFloatToScalar( .57735f )
+const SkScalar SkBlurMask::kBlurRadiusFudgeFactor = SkFloatToScalar(.57735f);
#define UNROLL_SEPARABLE_LOOPS
static bool BlurGroundTruth(SkMask* dst, const SkMask& src,
SkScalar provided_radius, Style style,
SkIPoint* margin = NULL);
+
+ // scale factor for the blur radius to match the behavior of the all existing blur
+ // code (both on the CPU and the GPU). This magic constant is 1/sqrt(3).
+ // TODO: get rid of this fudge factor and move any required fudging up into
+ // the calling library
+ static const SkScalar kBlurRadiusFudgeFactor;
+
};
#endif
// To avoid unseemly allocation requests (esp. for finite platforms like
// handset) we limit the radius so something manageable. (as opposed to
// a request like 10,000)
- static const SkScalar kMAX_RADIUS;
+ static const SkScalar kMAX_BLUR_RADIUS;
// This constant approximates the scaling done in the software path's
// "high quality" mode, in SkBlurMask::Blur() (1 / sqrt(3)).
// IMHO, it actually should be 1: we blur "less" than we should do
SkScalar xformedRadius = ignoreTransform ? fRadius
: ctm.mapRadius(fRadius);
- return SkMinScalar(xformedRadius, kMAX_RADIUS);
+ return SkMinScalar(xformedRadius, kMAX_BLUR_RADIUS);
}
#endif
typedef SkMaskFilter INHERITED;
};
-const SkScalar SkBlurMaskFilterImpl::kMAX_RADIUS = SkIntToScalar(128);
-const SkScalar SkBlurMaskFilterImpl::kBLUR_SIGMA_SCALE = 0.6f;
+const SkScalar SkBlurMaskFilterImpl::kMAX_BLUR_RADIUS = SkIntToScalar(128);
+const SkScalar SkBlurMaskFilterImpl::kBLUR_SIGMA_SCALE = SkFloatToScalar(0.6f);
SkMaskFilter* SkBlurMaskFilter::Create(SkScalar radius,
SkBlurMaskFilter::BlurStyle style,
radius = matrix.mapRadius(fRadius);
}
- radius = SkMinScalar(radius, kMAX_RADIUS);
+ radius = SkMinScalar(radius, kMAX_BLUR_RADIUS);
SkBlurMask::Quality blurQuality =
(fBlurFlags & SkBlurMaskFilter::kHighQuality_BlurFlag) ?
SkBlurMask::kHigh_Quality : SkBlurMask::kLow_Quality;
radius = matrix.mapRadius(fRadius);
}
- radius = SkMinScalar(radius, kMAX_RADIUS);
+ radius = SkMinScalar(radius, kMAX_BLUR_RADIUS);
return SkBlurMask::BlurRect(dst, r, radius, (SkBlurMask::Style)fBlurStyle,
margin, createMode);
void SkBlurMaskFilterImpl::computeFastBounds(const SkRect& src,
SkRect* dst) const {
- dst->set(src.fLeft - fRadius, src.fTop - fRadius,
- src.fRight + fRadius, src.fBottom + fRadius);
+ SkScalar gpuPad, rasterPad;
+
+ {
+ // GPU path
+ SkScalar sigma = SkScalarMul(fRadius, kBLUR_SIGMA_SCALE);
+ gpuPad = sigma * 3.0f;
+ }
+
+ {
+ // raster path
+ SkScalar radius = SkScalarMul(fRadius, SkBlurMask::kBlurRadiusFudgeFactor);
+
+ radius = (radius + .5f) * 2.f;
+
+ rasterPad = SkIntToScalar(SkScalarRoundToInt(radius * 3)/2);
+ }
+
+ SkScalar pad = SkMaxScalar(gpuPad, rasterPad);
+
+ dst->set(src.fLeft - pad, src.fTop - pad,
+ src.fRight + pad, src.fBottom + pad);
}
SkBlurMaskFilterImpl::SkBlurMaskFilterImpl(SkFlattenableReadBuffer& buffer)