/* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ #include "mozilla/gfx/Blur.h" #include #include #include #include "mozilla/CheckedInt.h" #include "mozilla/Util.h" #ifndef M_PI #define M_PI 3.14159265358979323846 #endif using namespace std; namespace mozilla { namespace gfx { /** * Box blur involves looking at one pixel, and setting its value to the average * of its neighbouring pixels. * @param aInput The input buffer. * @param aOutput The output buffer. * @param aLeftLobe The number of pixels to blend on the left. * @param aRightLobe The number of pixels to blend on the right. * @param aWidth The number of columns in the buffers. * @param aRows The number of rows in the buffers. * @param aSkipRect An area to skip blurring in. * XXX shouldn't we pass stride in separately here? */ static void BoxBlurHorizontal(unsigned char* aInput, unsigned char* aOutput, int32_t aLeftLobe, int32_t aRightLobe, int32_t aWidth, int32_t aRows, const IntRect& aSkipRect) { MOZ_ASSERT(aWidth > 0); int32_t boxSize = aLeftLobe + aRightLobe + 1; bool skipRectCoversWholeRow = 0 >= aSkipRect.x && aWidth <= aSkipRect.XMost(); if (boxSize == 1) { memcpy(aOutput, aInput, aWidth*aRows); return; } uint32_t reciprocal = (uint64_t(1) << 32) / boxSize; for (int32_t y = 0; y < aRows; y++) { // Check whether the skip rect intersects this row. If the skip // rect covers the whole surface in this row, we can avoid // this row entirely (and any others along the skip rect). bool inSkipRectY = y >= aSkipRect.y && y < aSkipRect.YMost(); if (inSkipRectY && skipRectCoversWholeRow) { y = aSkipRect.YMost() - 1; continue; } uint32_t alphaSum = 0; for (int32_t i = 0; i < boxSize; i++) { int32_t pos = i - aLeftLobe; // See assertion above; if aWidth is zero, then we would have no // valid position to clamp to. pos = max(pos, 0); pos = min(pos, aWidth - 1); alphaSum += aInput[aWidth * y + pos]; } for (int32_t x = 0; x < aWidth; x++) { // Check whether we are within the skip rect. If so, go // to the next point outside the skip rect. if (inSkipRectY && x >= aSkipRect.x && x < aSkipRect.XMost()) { x = aSkipRect.XMost(); if (x >= aWidth) break; // Recalculate the neighbouring alpha values for // our new point on the surface. alphaSum = 0; for (int32_t i = 0; i < boxSize; i++) { int32_t pos = x + i - aLeftLobe; // See assertion above; if aWidth is zero, then we would have no // valid position to clamp to. pos = max(pos, 0); pos = min(pos, aWidth - 1); alphaSum += aInput[aWidth * y + pos]; } } int32_t tmp = x - aLeftLobe; int32_t last = max(tmp, 0); int32_t next = min(tmp + boxSize, aWidth - 1); aOutput[aWidth * y + x] = (uint64_t(alphaSum) * reciprocal) >> 32; alphaSum += aInput[aWidth * y + next] - aInput[aWidth * y + last]; } } } /** * Identical to BoxBlurHorizontal, except it blurs top and bottom instead of * left and right. * XXX shouldn't we pass stride in separately here? */ static void BoxBlurVertical(unsigned char* aInput, unsigned char* aOutput, int32_t aTopLobe, int32_t aBottomLobe, int32_t aWidth, int32_t aRows, const IntRect& aSkipRect) { MOZ_ASSERT(aRows > 0); int32_t boxSize = aTopLobe + aBottomLobe + 1; bool skipRectCoversWholeColumn = 0 >= aSkipRect.y && aRows <= aSkipRect.YMost(); if (boxSize == 1) { memcpy(aOutput, aInput, aWidth*aRows); return; } uint32_t reciprocal = (uint64_t(1) << 32) / boxSize; for (int32_t x = 0; x < aWidth; x++) { bool inSkipRectX = x >= aSkipRect.x && x < aSkipRect.XMost(); if (inSkipRectX && skipRectCoversWholeColumn) { x = aSkipRect.XMost() - 1; continue; } uint32_t alphaSum = 0; for (int32_t i = 0; i < boxSize; i++) { int32_t pos = i - aTopLobe; // See assertion above; if aRows is zero, then we would have no // valid position to clamp to. pos = max(pos, 0); pos = min(pos, aRows - 1); alphaSum += aInput[aWidth * pos + x]; } for (int32_t y = 0; y < aRows; y++) { if (inSkipRectX && y >= aSkipRect.y && y < aSkipRect.YMost()) { y = aSkipRect.YMost(); if (y >= aRows) break; alphaSum = 0; for (int32_t i = 0; i < boxSize; i++) { int32_t pos = y + i - aTopLobe; // See assertion above; if aRows is zero, then we would have no // valid position to clamp to. pos = max(pos, 0); pos = min(pos, aRows - 1); alphaSum += aInput[aWidth * pos + x]; } } int32_t tmp = y - aTopLobe; int32_t last = max(tmp, 0); int32_t next = min(tmp + boxSize, aRows - 1); aOutput[aWidth * y + x] = (uint64_t(alphaSum) * reciprocal) >> 32; alphaSum += aInput[aWidth * next + x] - aInput[aWidth * last + x]; } } } static void ComputeLobes(int32_t aRadius, int32_t aLobes[3][2]) { int32_t major, minor, final; /* See http://www.w3.org/TR/SVG/filters.html#feGaussianBlur for * some notes about approximating the Gaussian blur with box-blurs. * The comments below are in the terminology of that page. */ int32_t z = aRadius / 3; switch (aRadius % 3) { case 0: // aRadius = z*3; choose d = 2*z + 1 major = minor = final = z; break; case 1: // aRadius = z*3 + 1 // This is a tricky case since there is no value of d which will // yield a radius of exactly aRadius. If d is odd, i.e. d=2*k + 1 // for some integer k, then the radius will be 3*k. If d is even, // i.e. d=2*k, then the radius will be 3*k - 1. // So we have to choose values that don't match the standard // algorithm. major = z + 1; minor = final = z; break; case 2: // aRadius = z*3 + 2; choose d = 2*z + 2 major = final = z + 1; minor = z; break; default: // Mathematical impossibility! MOZ_ASSERT(false); major = minor = final = 0; } MOZ_ASSERT(major + minor + final == aRadius); aLobes[0][0] = major; aLobes[0][1] = minor; aLobes[1][0] = minor; aLobes[1][1] = major; aLobes[2][0] = final; aLobes[2][1] = final; } static void SpreadHorizontal(unsigned char* aInput, unsigned char* aOutput, int32_t aRadius, int32_t aWidth, int32_t aRows, int32_t aStride, const IntRect& aSkipRect) { if (aRadius == 0) { memcpy(aOutput, aInput, aStride * aRows); return; } bool skipRectCoversWholeRow = 0 >= aSkipRect.x && aWidth <= aSkipRect.XMost(); for (int32_t y = 0; y < aRows; y++) { // Check whether the skip rect intersects this row. If the skip // rect covers the whole surface in this row, we can avoid // this row entirely (and any others along the skip rect). bool inSkipRectY = y >= aSkipRect.y && y < aSkipRect.YMost(); if (inSkipRectY && skipRectCoversWholeRow) { y = aSkipRect.YMost() - 1; continue; } for (int32_t x = 0; x < aWidth; x++) { // Check whether we are within the skip rect. If so, go // to the next point outside the skip rect. if (inSkipRectY && x >= aSkipRect.x && x < aSkipRect.XMost()) { x = aSkipRect.XMost(); if (x >= aWidth) break; } int32_t sMin = max(x - aRadius, 0); int32_t sMax = min(x + aRadius, aWidth - 1); int32_t v = 0; for (int32_t s = sMin; s <= sMax; ++s) { v = max(v, aInput[aStride * y + s]); } aOutput[aStride * y + x] = v; } } } static void SpreadVertical(unsigned char* aInput, unsigned char* aOutput, int32_t aRadius, int32_t aWidth, int32_t aRows, int32_t aStride, const IntRect& aSkipRect) { if (aRadius == 0) { memcpy(aOutput, aInput, aStride * aRows); return; } bool skipRectCoversWholeColumn = 0 >= aSkipRect.y && aRows <= aSkipRect.YMost(); for (int32_t x = 0; x < aWidth; x++) { bool inSkipRectX = x >= aSkipRect.x && x < aSkipRect.XMost(); if (inSkipRectX && skipRectCoversWholeColumn) { x = aSkipRect.XMost() - 1; continue; } for (int32_t y = 0; y < aRows; y++) { // Check whether we are within the skip rect. If so, go // to the next point outside the skip rect. if (inSkipRectX && y >= aSkipRect.y && y < aSkipRect.YMost()) { y = aSkipRect.YMost(); if (y >= aRows) break; } int32_t sMin = max(y - aRadius, 0); int32_t sMax = min(y + aRadius, aRows - 1); int32_t v = 0; for (int32_t s = sMin; s <= sMax; ++s) { v = max(v, aInput[aStride * s + x]); } aOutput[aStride * y + x] = v; } } } static CheckedInt RoundUpToMultipleOf4(int32_t aVal) { CheckedInt val(aVal); val += 3; val /= 4; val *= 4; return val; } AlphaBoxBlur::AlphaBoxBlur(const Rect& aRect, const IntSize& aSpreadRadius, const IntSize& aBlurRadius, const Rect* aDirtyRect, const Rect* aSkipRect) : mSpreadRadius(aSpreadRadius), mBlurRadius(aBlurRadius), mData(NULL) { 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; } if (rect.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.RoundIn(); skipRect.Deflate(Size(aBlurRadius + aSpreadRadius)); mSkipRect = IntRect(skipRect.x, skipRect.y, skipRect.width, skipRect.height); IntRect shadowIntRect(rect.x, rect.y, rect.width, rect.height); mSkipRect.IntersectRect(mSkipRect, shadowIntRect); if (mSkipRect.IsEqualInterior(shadowIntRect)) return; mSkipRect -= shadowIntRect.TopLeft(); } else { mSkipRect = IntRect(0, 0, 0, 0); } mRect = IntRect(rect.x, rect.y, rect.width, rect.height); CheckedInt stride = RoundUpToMultipleOf4(mRect.width); if (stride.isValid()) { mStride = stride.value(); CheckedInt size = CheckedInt(mStride) * mRect.height * sizeof(unsigned char); if (size.isValid()) { mData = static_cast(malloc(size.value())); memset(mData, 0, size.value()); } } } AlphaBoxBlur::~AlphaBoxBlur() { free(mData); } unsigned char* AlphaBoxBlur::GetData() { return mData; } 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 NULL; } void AlphaBoxBlur::Blur() { if (!mData) { 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(); // No need to use CheckedInt here - we have validated it in the constructor. size_t szB = stride * GetSize().height * sizeof(unsigned char); unsigned char* tmpData = static_cast(malloc(szB)); if (!tmpData) return; // OOM memset(tmpData, 0, szB); if (mSpreadRadius.width > 0 || mSpreadRadius.height > 0) { SpreadHorizontal(mData, tmpData, mSpreadRadius.width, GetSize().width, GetSize().height, stride, mSkipRect); SpreadVertical(tmpData, mData, mSpreadRadius.height, GetSize().width, GetSize().height, stride, mSkipRect); } if (mBlurRadius.width > 0) { int32_t lobes[3][2]; ComputeLobes(mBlurRadius.width, lobes); BoxBlurHorizontal(mData, tmpData, lobes[0][0], lobes[0][1], stride, GetSize().height, mSkipRect); BoxBlurHorizontal(tmpData, mData, lobes[1][0], lobes[1][1], stride, GetSize().height, mSkipRect); BoxBlurHorizontal(mData, tmpData, lobes[2][0], lobes[2][1], stride, GetSize().height, mSkipRect); } else { memcpy(tmpData, mData, stride * GetSize().height); } if (mBlurRadius.height > 0) { int32_t lobes[3][2]; ComputeLobes(mBlurRadius.height, lobes); BoxBlurVertical(tmpData, mData, lobes[0][0], lobes[0][1], stride, GetSize().height, mSkipRect); BoxBlurVertical(mData, tmpData, lobes[1][0], lobes[1][1], stride, GetSize().height, mSkipRect); BoxBlurVertical(tmpData, mData, lobes[2][0], lobes[2][1], stride, GetSize().height, mSkipRect); } else { memcpy(mData, tmpData, stride * GetSize().height); } free(tmpData); } } /** * 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 = (3 * sqrt(2 * M_PI) / 4) * 1.5; IntSize AlphaBoxBlur::CalculateBlurRadius(const Point& aStd) { IntSize size(static_cast(floor(aStd.x * GAUSSIAN_SCALE_FACTOR + 0.5)), static_cast(floor(aStd.y * GAUSSIAN_SCALE_FACTOR + 0.5))); return size; } } }