| #pragma version(1) |
| |
| #include "../../../../scriptc/rs_types.rsh" |
| #include "../../../../scriptc/rs_math.rsh" |
| #include "../../../../scriptc/rs_graphics.rsh" |
| |
| #pragma rs java_package_name(com.android.rs.image) |
| |
| |
| #define MAX_RADIUS 25 |
| |
| int height; |
| int width; |
| int radius; |
| |
| uchar4 * InPixel; |
| uchar4 * OutPixel; |
| uchar4 * ScratchPixel; |
| |
| float inBlack; |
| float outBlack; |
| float inWhite; |
| float outWhite; |
| float gamma; |
| |
| float saturation; |
| |
| static float inWMinInB; |
| static float outWMinOutB; |
| static float overInWMinInB; |
| //static float3 gammaV; |
| |
| #pragma rs export_var(height, width, radius, InPixel, OutPixel, ScratchPixel, inBlack, outBlack, inWhite, outWhite, gamma, saturation, InPixel, OutPixel, ScratchPixel) |
| #pragma rs export_func(filter, filterBenchmark); |
| |
| // Store our coefficients here |
| static float gaussian[MAX_RADIUS * 2 + 1]; |
| static rs_matrix3x3 colorMat; |
| |
| static void computeColorMatrix() { |
| // Saturation |
| // Linear weights |
| //float rWeight = 0.3086f; |
| //float gWeight = 0.6094f; |
| //float bWeight = 0.0820f; |
| |
| // Gamma 2.2 weights (we haven't converted our image to linear space yet for perf reasons) |
| float rWeight = 0.299f; |
| float gWeight = 0.587f; |
| float bWeight = 0.114f; |
| |
| float oneMinusS = 1.0f - saturation; |
| |
| rsMatrixSet(&colorMat, 0, 0, oneMinusS * rWeight + saturation); |
| rsMatrixSet(&colorMat, 0, 1, oneMinusS * rWeight); |
| rsMatrixSet(&colorMat, 0, 2, oneMinusS * rWeight); |
| rsMatrixSet(&colorMat, 1, 0, oneMinusS * gWeight); |
| rsMatrixSet(&colorMat, 1, 1, oneMinusS * gWeight + saturation); |
| rsMatrixSet(&colorMat, 1, 2, oneMinusS * gWeight); |
| rsMatrixSet(&colorMat, 2, 0, oneMinusS * bWeight); |
| rsMatrixSet(&colorMat, 2, 1, oneMinusS * bWeight); |
| rsMatrixSet(&colorMat, 2, 2, oneMinusS * bWeight + saturation); |
| |
| inWMinInB = inWhite - inBlack; |
| outWMinOutB = outWhite - outBlack; |
| overInWMinInB = 1.f / inWMinInB; |
| } |
| |
| static void computeGaussianWeights() { |
| // 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 * 0.4 + 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 = 0.4f * (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; |
| float floatR = 0.0f; |
| int r; |
| for(r = -radius; r <= radius; r ++) { |
| floatR = (float)r; |
| gaussian[r + radius] = coeff1 * pow(e, floatR * floatR * coeff2); |
| normalizeFactor += gaussian[r + radius]; |
| } |
| |
| //Now we need to normalize the weights because all our coefficients need to add up to one |
| normalizeFactor = 1.0f / normalizeFactor; |
| for(r = -radius; r <= radius; r ++) { |
| floatR = (float)r; |
| gaussian[r + radius] *= normalizeFactor; |
| } |
| } |
| |
| // This needs to be inline |
| static float4 levelsSaturation(float4 currentPixel) { |
| float3 temp = rsMatrixMultiply(&colorMat, currentPixel.xyz); |
| temp = (clamp(temp, 0.1f, 255.f) - inBlack) * overInWMinInB; |
| temp = pow(temp, (float3)gamma); |
| currentPixel.xyz = clamp(temp * outWMinOutB + outBlack, 0.1f, 255.f); |
| return currentPixel; |
| } |
| |
| static void processNoBlur() { |
| int w, h, r; |
| int count = 0; |
| |
| float inWMinInB = inWhite - inBlack; |
| float outWMinOutB = outWhite - outBlack; |
| float4 currentPixel = 0; |
| |
| for(h = 0; h < height; h ++) { |
| for(w = 0; w < width; w ++) { |
| uchar4 *input = InPixel + h*width + w; |
| |
| //currentPixel.xyz = convert_float3(input.xyz); |
| currentPixel.x = (float)(input->x); |
| currentPixel.y = (float)(input->y); |
| currentPixel.z = (float)(input->z); |
| |
| currentPixel = levelsSaturation(currentPixel); |
| |
| uchar4 *output = OutPixel + h*width + w; |
| //output.xyz = convert_uchar3(currentPixel.xyz); |
| output->x = (uint8_t)currentPixel.x; |
| output->y = (uint8_t)currentPixel.y; |
| output->z = (uint8_t)currentPixel.z; |
| output->w = input->w; |
| } |
| } |
| rsSendToClient(&count, 1, 4, 0); |
| } |
| |
| static void horizontalBlur() { |
| float4 blurredPixel = 0; |
| float4 currentPixel = 0; |
| // Horizontal blur |
| int w, h, r; |
| for(h = 0; h < height; h ++) { |
| uchar4 *input = InPixel + h*width; |
| uchar4 *output = ScratchPixel + h*width; |
| |
| for(w = 0; w < width; w ++) { |
| blurredPixel = 0; |
| |
| for(r = -radius; r <= radius; r ++) { |
| // Stepping left and right away from the pixel |
| int validW = w + r; |
| // Clamp to zero and width max() isn't exposed for ints yet |
| if(validW < 0) { |
| validW = 0; |
| } |
| if(validW > width - 1) { |
| validW = width - 1; |
| } |
| //int validW = rsClamp(w + r, 0, width - 1); |
| |
| float weight = gaussian[r + radius]; |
| currentPixel.x = (float)(input[validW].x); |
| currentPixel.y = (float)(input[validW].y); |
| currentPixel.z = (float)(input[validW].z); |
| //currentPixel.w = (float)(input->a); |
| |
| blurredPixel += currentPixel*weight; |
| } |
| |
| output->x = (uint8_t)blurredPixel.x; |
| output->y = (uint8_t)blurredPixel.y; |
| output->z = (uint8_t)blurredPixel.z; |
| //output->a = (uint8_t)blurredPixel.w; |
| output++; |
| } |
| } |
| } |
| |
| static void horizontalBlurLevels() { |
| float4 blurredPixel = 0; |
| float4 currentPixel = 0; |
| // Horizontal blur |
| int w, h, r; |
| for(h = 0; h < height; h ++) { |
| uchar4 *output = OutPixel + h*width; |
| |
| for(w = 0; w < width; w ++) { |
| blurredPixel = 0; |
| |
| for(r = -radius; r <= radius; r ++) { |
| // Stepping left and right away from the pixel |
| int validW = w + r; |
| // Clamp to zero and width max() isn't exposed for ints yet |
| if(validW < 0) { |
| validW = 0; |
| } |
| if(validW > width - 1) { |
| validW = width - 1; |
| } |
| //int validW = rsClamp(w + r, 0, width - 1); |
| |
| uchar4 *input = InPixel + h*width + validW; |
| |
| float weight = gaussian[r + radius]; |
| currentPixel.x = (float)(input->x); |
| currentPixel.y = (float)(input->y); |
| currentPixel.z = (float)(input->z); |
| //currentPixel.w = (float)(input->a); |
| |
| blurredPixel.xyz += currentPixel.xyz * weight; |
| } |
| |
| blurredPixel = levelsSaturation(blurredPixel); |
| |
| output->x = (uint8_t)blurredPixel.x; |
| output->y = (uint8_t)blurredPixel.y; |
| output->z = (uint8_t)blurredPixel.z; |
| //output->a = (uint8_t)blurredPixel.w; |
| output++; |
| } |
| } |
| } |
| |
| static void verticalBlur() { |
| float4 blurredPixel = 0; |
| float4 currentPixel = 0; |
| // Vertical blur |
| int w, h, r; |
| for(h = 0; h < height; h ++) { |
| uchar4 *output = OutPixel + h*width; |
| |
| for(w = 0; w < width; w ++) { |
| |
| blurredPixel = 0; |
| for(r = -radius; r <= radius; r ++) { |
| #if 1 |
| int validH = h + r; |
| // Clamp to zero and width |
| if(validH < 0) { |
| validH = 0; |
| } |
| if(validH > height - 1) { |
| validH = height - 1; |
| } |
| |
| uchar4 *input = ScratchPixel + validH*width + w; |
| |
| float weight = gaussian[r + radius]; |
| |
| currentPixel.x = (float)(input->x); |
| currentPixel.y = (float)(input->y); |
| currentPixel.z = (float)(input->z); |
| |
| blurredPixel.xyz += currentPixel.xyz * weight; |
| #else |
| int validH = rsClamp(h + r, 0, height - 1); |
| uchar4 *input = ScratchPixel + validH*width + w; |
| blurredPixel.xyz += convert_float3(input->xyz) * gaussian[r + radius]; |
| #endif |
| } |
| |
| //output->xyz = convert_uchar3(blurredPixel.xyz); |
| output->x = (uint8_t)blurredPixel.x; |
| output->y = (uint8_t)blurredPixel.y; |
| output->z = (uint8_t)blurredPixel.z; |
| //output->a = (uint8_t)blurredPixel.w; |
| output++; |
| } |
| } |
| } |
| |
| void filter() { |
| RS_DEBUG(height); |
| RS_DEBUG(width); |
| RS_DEBUG(radius); |
| |
| computeColorMatrix(); |
| |
| if(radius == 0) { |
| processNoBlur(); |
| return; |
| } |
| |
| computeGaussianWeights(); |
| |
| horizontalBlurLevels(); |
| verticalBlur(); |
| |
| int count = 0; |
| rsSendToClient(&count, 1, 4, 0); |
| } |
| |
| void filterBenchmark() { |
| |
| computeGaussianWeights(); |
| |
| horizontalBlur(); |
| verticalBlur(); |
| |
| int count = 0; |
| rsSendToClient(&count, 1, 4, 0); |
| } |
| |