Merge remote-tracking branch 'origin/tracking' into custom

This commit is contained in:
roytam1 2023-11-04 11:42:50 +08:00
commit f08dd1422d
29 changed files with 1084 additions and 672 deletions

View file

@ -6,6 +6,7 @@
#ifndef MOZILLA_GFX_BASESIZE_H_
#define MOZILLA_GFX_BASESIZE_H_
#include <algorithm>
#include "mozilla/Attributes.h"
namespace mozilla {
@ -92,6 +93,16 @@ struct BaseSize {
Sub operator/(const Sub& aSize) const {
return Sub(width / aSize.width, height / aSize.height);
}
friend Sub Min(const Sub& aA, const Sub& aB) {
return Sub(std::min(aA.width, aB.width),
std::min(aA.height, aB.height));
}
friend Sub Max(const Sub& aA, const Sub& aB) {
return Sub(std::max(aA.width, aB.width),
std::max(aA.height, aB.height));
}
};
} // namespace gfx

View file

@ -25,159 +25,268 @@ 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?
* Helper function to process each row of the box blur.
* It takes care of transposing the data on input or output depending
* on whether we intend a horizontal or vertical blur, and whether we're
* reading from the initial source or writing to the final destination.
* It allows starting or ending anywhere within the row to accomodate
* a skip rect.
*/
static void
BoxBlurHorizontal(unsigned char* aInput,
unsigned char* aOutput,
int32_t aLeftLobe,
int32_t aRightLobe,
int32_t aWidth,
int32_t aRows,
const IntRect& aSkipRect)
template<bool aTransposeInput, bool aTransposeOutput>
static inline void
BoxBlurRow(const uint8_t* aInput,
uint8_t* aOutput,
int32_t aLeftLobe,
int32_t aRightLobe,
int32_t aWidth,
int32_t aStride,
int32_t aStart,
int32_t aEnd)
{
MOZ_ASSERT(aWidth > 0);
// If the input or output is transposed, then we will move down a row
// for each step, instead of moving over a column. Since these values
// only depend on a template parameter, they will more easily get
// copy-propagated in the non-transposed case, which is why they
// are not passed as parameters.
const int32_t inputStep = aTransposeInput ? aStride : 1;
const int32_t outputStep = aTransposeOutput ? aStride : 1;
int32_t boxSize = aLeftLobe + aRightLobe + 1;
bool skipRectCoversWholeRow = 0 >= aSkipRect.x &&
aWidth <= aSkipRect.XMost();
if (boxSize == 1) {
memcpy(aOutput, aInput, aWidth*aRows);
return;
// We need to sample aLeftLobe pixels to the left and aRightLobe pixels
// to the right of the current position, then average them. So this is
// the size of the total width of this filter.
const int32_t boxSize = aLeftLobe + aRightLobe + 1;
// Instead of dividing the pixel sum by boxSize to average, we can just
// compute a scale that will normalize the result so that it can be quickly
// shifted into the desired range.
const uint32_t reciprocal = (1 << 24) / boxSize;
// The shift would normally truncate the result, whereas we would rather
// prefer to round the result to the closest increment. By adding 0.5 units
// to the initial sum, we bias the sum so that it will be rounded by the
// truncation instead.
uint32_t alphaSum = (boxSize + 1) / 2;
// We process the row with a moving filter, keeping a sum (alphaSum) of
// boxSize pixels. As we move over a pixel, we need to add on a pixel
// from the right extreme of the window that moved into range, and subtract
// off a pixel from the left extreme of window that moved out of range.
// But first, we need to initialization alphaSum to the contents of
// the window before we can get going. If the window moves out of bounds
// of the row, we clamp each sample to be the closest pixel from within
// row bounds, so the 0th and aWidth-1th pixel.
int32_t initLeft = aStart - aLeftLobe;
if (initLeft < 0) {
// If the left lobe samples before the row, add in clamped samples.
alphaSum += -initLeft * aInput[0];
initLeft = 0;
}
int32_t initRight = aStart + boxSize - aLeftLobe;
if (initRight > aWidth) {
// If the right lobe samples after the row, add in clamped samples.
alphaSum += (initRight - aWidth) * aInput[(aWidth - 1) * inputStep];
initRight = aWidth;
}
// Finally, add in all the valid, non-clamped samples to fill up the
// rest of the window.
const uint8_t* src = &aInput[initLeft * inputStep];
const uint8_t* iterEnd = &aInput[initRight * inputStep];
#define INIT_ITER \
alphaSum += *src; \
src += inputStep;
// We unroll the per-pixel loop here substantially. The amount of work
// done per sample is so small that the cost of a loop condition check
// and a branch can substantially add to or even dominate the performance
// of the loop.
while (src + 16 * inputStep <= iterEnd) {
INIT_ITER; INIT_ITER; INIT_ITER; INIT_ITER;
INIT_ITER; INIT_ITER; INIT_ITER; INIT_ITER;
INIT_ITER; INIT_ITER; INIT_ITER; INIT_ITER;
INIT_ITER; INIT_ITER; INIT_ITER; INIT_ITER;
}
while (src < iterEnd) {
INIT_ITER;
}
// Now we start moving the window over the row. We will be accessing
// pixels form aStart - aLeftLobe up to aEnd + aRightLobe, which may be
// out of bounds of the row. To avoid having to check within the inner
// loops if we are in bound, we instead compute the points at which
// we will move out of bounds of the row on the left side (splitLeft)
// and right side (splitRight).
int32_t splitLeft = min(max(aLeftLobe, aStart), aEnd);
int32_t splitRight = min(max(aWidth - (boxSize - aLeftLobe), aStart), aEnd);
// If the filter window is actually large than the size of the row,
// there will be a middle area of overlap where the leftmost and rightmost
// pixel of the filter will both be outside the row. In this case, we need
// to invert the splits so that splitLeft <= splitRight.
if (boxSize > aWidth) {
swap(splitLeft, splitRight);
}
// Process all pixels up to splitLeft that would sample before the start of the row.
// Note that because inputStep and outputStep may not be a const 1 value, it is more
// performant to increment pointers here for the source and destination rather than
// use a loop counter, since doing so would entail an expensive multiplication that
// significantly slows down the loop.
uint8_t* dst = &aOutput[aStart * outputStep];
iterEnd = &aOutput[splitLeft * outputStep];
src = &aInput[(aStart + boxSize - aLeftLobe) * inputStep];
uint8_t firstVal = aInput[0];
#define LEFT_ITER \
*dst = (alphaSum * reciprocal) >> 24; \
alphaSum += *src - firstVal; \
dst += outputStep; \
src += inputStep;
while (dst + 16 * outputStep <= iterEnd) {
LEFT_ITER; LEFT_ITER; LEFT_ITER; LEFT_ITER;
LEFT_ITER; LEFT_ITER; LEFT_ITER; LEFT_ITER;
LEFT_ITER; LEFT_ITER; LEFT_ITER; LEFT_ITER;
LEFT_ITER; LEFT_ITER; LEFT_ITER; LEFT_ITER;
}
while (dst < iterEnd) {
LEFT_ITER;
}
// Process all pixels between splitLeft and splitRight.
iterEnd = &aOutput[splitRight * outputStep];
if (boxSize <= aWidth) {
// The filter window is smaller than the row size, so the leftmost and rightmost
// samples are both within row bounds.
src = &aInput[(splitLeft - aLeftLobe) * inputStep];
int32_t boxStep = boxSize * inputStep;
#define CENTER_ITER \
*dst = (alphaSum * reciprocal) >> 24; \
alphaSum += src[boxStep] - *src; \
dst += outputStep; \
src += inputStep;
while (dst + 16 * outputStep <= iterEnd) {
CENTER_ITER; CENTER_ITER; CENTER_ITER; CENTER_ITER;
CENTER_ITER; CENTER_ITER; CENTER_ITER; CENTER_ITER;
CENTER_ITER; CENTER_ITER; CENTER_ITER; CENTER_ITER;
CENTER_ITER; CENTER_ITER; CENTER_ITER; CENTER_ITER;
}
uint32_t reciprocal = uint32_t((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];
}
while (dst < iterEnd) {
CENTER_ITER;
}
} else {
// The filter window is larger than the row size, and we're in the area of split
// overlap. So the leftmost and rightmost samples are both out of bounds and need
// to be clamped. We can just precompute the difference here consequently.
int32_t firstLastDiff = aInput[(aWidth -1) * inputStep] - aInput[0];
while (dst < iterEnd) {
*dst = (alphaSum * reciprocal) >> 24;
alphaSum += firstLastDiff;
dst += outputStep;
}
}
// Process all remaining pixels after splitRight that would sample after the row end.
iterEnd = &aOutput[aEnd * outputStep];
src = &aInput[(splitRight - aLeftLobe) * inputStep];
uint8_t lastVal = aInput[(aWidth - 1) * inputStep];
#define RIGHT_ITER \
*dst = (alphaSum * reciprocal) >> 24; \
alphaSum += lastVal - *src; \
dst += outputStep; \
src += inputStep;
while (dst + 16 * outputStep <= iterEnd) {
RIGHT_ITER; RIGHT_ITER; RIGHT_ITER; RIGHT_ITER;
RIGHT_ITER; RIGHT_ITER; RIGHT_ITER; RIGHT_ITER;
RIGHT_ITER; RIGHT_ITER; RIGHT_ITER; RIGHT_ITER;
RIGHT_ITER; RIGHT_ITER; RIGHT_ITER; RIGHT_ITER;
}
while (dst < iterEnd) {
RIGHT_ITER;
}
}
/**
* Identical to BoxBlurHorizontal, except it blurs top and bottom instead of
* left and right.
* XXX shouldn't we pass stride in separately here?
* Box blur involves looking at one pixel, and setting its value to the average
* of its neighbouring pixels. This is meant to provide a 3-pass approximation of a
* Gaussian blur.
* @param aTranspose Whether to transpose the buffer when reading and writing to it.
* @param aData The buffer to be blurred.
* @param aLobes The number of pixels to blend on the left and right for each of 3 passes.
* @param aWidth The number of columns in the buffers.
* @param aRows The number of rows in the buffers.
* @param aStride The stride of the buffer.
*/
template<bool aTranspose>
static void
BoxBlurVertical(unsigned char* aInput,
unsigned char* aOutput,
int32_t aTopLobe,
int32_t aBottomLobe,
int32_t aWidth,
int32_t aRows,
const IntRect& aSkipRect)
BoxBlur(uint8_t* aData,
const int32_t aLobes[3][2],
int32_t aWidth,
int32_t aRows,
int32_t aStride,
IntRect aSkipRect)
{
MOZ_ASSERT(aRows > 0);
if (aTranspose) {
swap(aWidth, aRows);
swap(aSkipRect.x, aSkipRect.y);
swap(aSkipRect.width, aSkipRect.height);
}
int32_t boxSize = aTopLobe + aBottomLobe + 1;
bool skipRectCoversWholeColumn = 0 >= aSkipRect.y &&
aRows <= aSkipRect.YMost();
if (boxSize == 1) {
memcpy(aOutput, aInput, aWidth*aRows);
return;
MOZ_ASSERT(aWidth > 0);
// All three passes of the box blur that approximate the Gaussian are done
// on each row in turn, so we only need two temporary row buffers to process
// each row, instead of a full-sized buffer. Data moves from the source to the
// first temporary, from the first temporary to the second, then from the second
// back to the destination. This way is more cache-friendly than processing whe
// whole buffer in each pass and thus yields a nice speedup.
uint8_t* tmpRow = new (std::nothrow) uint8_t[2 * aWidth];
if (!tmpRow) {
return;
}
uint8_t* tmpRow2 = tmpRow + aWidth;
const int32_t stride = aTranspose ? 1 : aStride;
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) {
aData += stride * (aSkipRect.YMost() - y);
y = aSkipRect.YMost() - 1;
continue;
}
uint32_t reciprocal = uint32_t((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;
}
// Read in data from the source transposed if necessary.
BoxBlurRow<aTranspose, false>(aData, tmpRow, aLobes[0][0], aLobes[0][1], aWidth, aStride, 0, aWidth);
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;
// For the middle pass, the data is already pre-transposed and does not need to be post-transposed yet.
BoxBlurRow<false, false>(tmpRow, tmpRow2, aLobes[1][0], aLobes[1][1], aWidth, aStride, 0, aWidth);
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];
}
// Write back data to the destination transposed if necessary too.
// Make sure not to overwrite the skip rect by only outputting to the
// destination before and after the skip rect, if requested.
int32_t skipStart = inSkipRectY ? min(max(aSkipRect.x, 0), aWidth) : aWidth;
int32_t skipEnd = max(skipStart, aSkipRect.XMost());
if (skipStart > 0) {
BoxBlurRow<false, aTranspose>(tmpRow2, aData, aLobes[2][0], aLobes[2][1], aWidth, aStride, 0, skipStart);
}
if (skipEnd < aWidth) {
BoxBlurRow<false, aTranspose>(tmpRow2, aData, aLobes[2][0], aLobes[2][1], aWidth, aStride, skipEnd, aWidth);
}
aData += stride;
}
delete[] tmpRow;
}
static void ComputeLobes(int32_t aRadius, int32_t aLobes[3][2])
@ -226,8 +335,8 @@ static void ComputeLobes(int32_t aRadius, int32_t aLobes[3][2])
}
static void
SpreadHorizontal(unsigned char* aInput,
unsigned char* aOutput,
SpreadHorizontal(uint8_t* aInput,
uint8_t* aOutput,
int32_t aRadius,
int32_t aWidth,
int32_t aRows,
@ -274,8 +383,8 @@ SpreadHorizontal(unsigned char* aInput,
}
static void
SpreadVertical(unsigned char* aInput,
unsigned char* aOutput,
SpreadVertical(uint8_t* aInput,
uint8_t* aOutput,
int32_t aRadius,
int32_t aWidth,
int32_t aRows,
@ -335,10 +444,26 @@ AlphaBoxBlur::AlphaBoxBlur(const Rect& aRect,
const IntSize& aBlurRadius,
const Rect* aDirtyRect,
const Rect* aSkipRect)
: mSpreadRadius(aSpreadRadius),
mBlurRadius(aBlurRadius),
mSurfaceAllocationSize(0)
: mSurfaceAllocationSize(0)
{
Init(aRect, aSpreadRadius, aBlurRadius, aDirtyRect, aSkipRect);
}
AlphaBoxBlur::AlphaBoxBlur()
: mSurfaceAllocationSize(0)
{
}
void
AlphaBoxBlur::Init(const Rect& aRect,
const IntSize& aSpreadRadius,
const IntSize& aBlurRadius,
const Rect* aDirtyRect,
const Rect* aSkipRect)
{
mSpreadRadius = aSpreadRadius;
mBlurRadius = aBlurRadius;
Rect rect(aRect);
rect.Inflate(Size(aBlurRadius + aSpreadRadius));
rect.RoundOut();
@ -355,8 +480,7 @@ AlphaBoxBlur::AlphaBoxBlur(const Rect& aRect,
mHasDirtyRect = false;
}
mRect = IntRect(int32_t(rect.x), int32_t(rect.y),
int32_t(rect.width), int32_t(rect.height));
mRect = TruncatedToInt(rect);
if (mRect.IsEmpty()) {
return;
}
@ -366,11 +490,8 @@ AlphaBoxBlur::AlphaBoxBlur(const Rect& aRect,
// 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(int32_t(skipRect.x), int32_t(skipRect.y),
int32_t(skipRect.width), int32_t(skipRect.height));
mSkipRect = RoundedIn(skipRect);
mSkipRect = mSkipRect.Intersect(mRect);
if (mSkipRect.IsEqualInterior(mRect))
return;
@ -397,8 +518,7 @@ AlphaBoxBlur::AlphaBoxBlur(const Rect& aRect,
int32_t aStride,
float aSigmaX,
float aSigmaY)
: mRect(int32_t(aRect.x), int32_t(aRect.y),
int32_t(aRect.width), int32_t(aRect.height)),
: mRect(TruncatedToInt(aRect)),
mSpreadRadius(),
mBlurRadius(CalculateBlurRadius(Point(aSigmaX, aSigmaY))),
mStride(aStride),
@ -469,7 +589,7 @@ AlphaBoxBlur::Blur(uint8_t* aData)
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;
unsigned char* tmpData = new (std::nothrow) uint8_t[szB];
uint8_t* tmpData = new (std::nothrow) uint8_t[szB];
if (!tmpData) {
return;
@ -477,8 +597,8 @@ AlphaBoxBlur::Blur(uint8_t* aData)
memset(tmpData, 0, szB);
SpreadHorizontal(aData, tmpData, mSpreadRadius.width, GetSize().width, GetSize().height, stride, mSkipRect);
SpreadVertical(tmpData, aData, mSpreadRadius.height, GetSize().width, GetSize().height, stride, mSkipRect);
SpreadHorizontal(aData, tmpData, mSpreadRadius.width, size.width, size.height, stride, mSkipRect);
SpreadVertical(tmpData, aData, mSpreadRadius.height, size.width, size.height, stride, mSkipRect);
delete [] tmpData;
}
@ -497,39 +617,12 @@ AlphaBoxBlur::Blur(uint8_t* aData)
if ((integralImageSize.width * integralImageSize.height) > (1 << 24)) {
// Fallback to old blurring code when the surface is so large it may
// overflow our integral image!
// 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);
uint8_t* a = aData;
uint8_t* b = tmpData;
if (mBlurRadius.width > 0) {
BoxBlurHorizontal(a, b, horizontalLobes[0][0], horizontalLobes[0][1], stride, GetSize().height, mSkipRect);
BoxBlurHorizontal(b, a, horizontalLobes[1][0], horizontalLobes[1][1], stride, GetSize().height, mSkipRect);
BoxBlurHorizontal(a, b, horizontalLobes[2][0], horizontalLobes[2][1], stride, GetSize().height, mSkipRect);
} else {
a = tmpData;
b = aData;
BoxBlur<false>(aData, horizontalLobes, size.width, size.height, stride, mSkipRect);
}
// The result is in 'b' here.
if (mBlurRadius.height > 0) {
BoxBlurVertical(b, a, verticalLobes[0][0], verticalLobes[0][1], stride, GetSize().height, mSkipRect);
BoxBlurVertical(a, b, verticalLobes[1][0], verticalLobes[1][1], stride, GetSize().height, mSkipRect);
BoxBlurVertical(b, a, verticalLobes[2][0], verticalLobes[2][1], stride, GetSize().height, mSkipRect);
} else {
a = b;
BoxBlur<true>(aData, verticalLobes, size.width, size.height, stride, mSkipRect);
}
// The result is in 'a' here.
if (a == tmpData) {
memcpy(aData, tmpData, szB);
}
delete [] tmpData;
} else {
size_t integralImageStride = GetAlignedStride<16>(integralImageSize.width, 4);
if (integralImageStride == 0) {
@ -765,5 +858,11 @@ AlphaBoxBlur::CalculateBlurRadius(const Point& aStd)
return size;
}
Float
AlphaBoxBlur::CalculateBlurSigma(int32_t aBlurRadius)
{
return aBlurRadius / GAUSSIAN_SCALE_FACTOR;
}
} // namespace gfx
} // namespace mozilla

View file

@ -68,6 +68,14 @@ public:
float aSigmaX,
float aSigmaY);
AlphaBoxBlur();
void Init(const Rect& aRect,
const IntSize& aSpreadRadius,
const IntSize& aBlurRadius,
const Rect* aDirtyRect,
const Rect* aSkipRect);
~AlphaBoxBlur();
/**
@ -91,6 +99,16 @@ public:
*/
Rect* GetDirtyRect();
/**
* Return the spread radius, in pixels.
*/
IntSize GetSpreadRadius() const { return mSpreadRadius; }
/**
* Return the blur radius, in pixels.
*/
IntSize GetBlurRadius() const { return mBlurRadius; }
/**
* Return the minimum buffer size that should be given to Blur() method. If
* zero, the class is not properly setup for blurring. Note that this
@ -114,6 +132,7 @@ public:
* constructor, above.
*/
static IntSize CalculateBlurRadius(const Point& aStandardDeviation);
static Float CalculateBlurSigma(int32_t aBlurRadius);
private:

View file

@ -931,16 +931,18 @@ DrawTargetCairo::DrawSurfaceWithShadow(SourceSurface *aSurface,
if (cairo_surface_get_type(sourcesurf) == CAIRO_SURFACE_TYPE_TEE) {
blursurf = cairo_tee_surface_index(sourcesurf, 0);
surf = cairo_tee_surface_index(sourcesurf, 1);
} else {
blursurf = sourcesurf;
surf = sourcesurf;
}
if (aSigma != 0.0f) {
MOZ_ASSERT(cairo_surface_get_type(blursurf) == CAIRO_SURFACE_TYPE_IMAGE);
Rect extents(0, 0, width, height);
AlphaBoxBlur blur(extents,
cairo_image_surface_get_stride(blursurf),
aSigma, aSigma);
blur.Blur(cairo_image_surface_get_data(blursurf));
} else {
blursurf = sourcesurf;
surf = sourcesurf;
}
WillChange();
@ -951,25 +953,24 @@ DrawTargetCairo::DrawSurfaceWithShadow(SourceSurface *aSurface,
cairo_identity_matrix(mContext);
cairo_translate(mContext, aDest.x, aDest.y);
if (IsOperatorBoundByMask(aOperator)){
cairo_set_source_rgba(mContext, aColor.r, aColor.g, aColor.b, aColor.a);
cairo_mask_surface(mContext, blursurf, aOffset.x, aOffset.y);
bool needsGroup = !IsOperatorBoundByMask(aOperator);
if (needsGroup) {
cairo_push_group(mContext);
}
cairo_set_source_rgba(mContext, aColor.r, aColor.g, aColor.b, aColor.a);
cairo_mask_surface(mContext, blursurf, aOffset.x, aOffset.y);
if (blursurf != surf ||
aSurface->GetFormat() != SurfaceFormat::A8) {
// Now that the shadow has been drawn, we can draw the surface on top.
cairo_set_source_surface(mContext, surf, 0, 0);
cairo_new_path(mContext);
cairo_rectangle(mContext, 0, 0, width, height);
cairo_fill(mContext);
} else {
cairo_push_group(mContext);
cairo_set_source_rgba(mContext, aColor.r, aColor.g, aColor.b, aColor.a);
cairo_mask_surface(mContext, blursurf, aOffset.x, aOffset.y);
}
// Now that the shadow has been drawn, we can draw the surface on top.
cairo_set_source_surface(mContext, surf, 0, 0);
cairo_new_path(mContext);
cairo_rectangle(mContext, 0, 0, width, height);
cairo_fill(mContext);
if (needsGroup) {
cairo_pop_group_to_source(mContext);
cairo_paint(mContext);
}
@ -1924,7 +1925,7 @@ DrawTargetCairo::CreateShadowDrawTarget(const IntSize &aSize, SurfaceFormat aFor
// If we don't have a blur then we can use the RGBA mask and keep all the
// operations in graphics memory.
if (aSigma == 0.0F) {
if (aSigma == 0.0f || aFormat == SurfaceFormat::A8) {
RefPtr<DrawTargetCairo> target = new DrawTargetCairo();
if (target->InitAlreadyReferenced(similar, aSize)) {
return target.forget();

View file

@ -244,21 +244,29 @@ DrawTargetD2D1::DrawSurfaceWithShadow(SourceSurface *aSurface,
// Step 1, create the shadow effect.
RefPtr<ID2D1Effect> shadowEffect;
HRESULT hr = mDC->CreateEffect(CLSID_D2D1Shadow, getter_AddRefs(shadowEffect));
HRESULT hr = mDC->CreateEffect(mFormat == SurfaceFormat::A8 ? CLSID_D2D1GaussianBlur : CLSID_D2D1Shadow,
getter_AddRefs(shadowEffect));
if (FAILED(hr) || !shadowEffect) {
gfxWarning() << "Failed to create shadow effect. Code: " << hexa(hr);
return;
}
shadowEffect->SetInput(0, image);
shadowEffect->SetValue(D2D1_SHADOW_PROP_BLUR_STANDARD_DEVIATION, aSigma);
D2D1_VECTOR_4F color = { aColor.r, aColor.g, aColor.b, aColor.a };
shadowEffect->SetValue(D2D1_SHADOW_PROP_COLOR, color);
if (mFormat == SurfaceFormat::A8) {
shadowEffect->SetValue(D2D1_GAUSSIANBLUR_PROP_STANDARD_DEVIATION, aSigma);
shadowEffect->SetValue(D2D1_GAUSSIANBLUR_PROP_BORDER_MODE, D2D1_BORDER_MODE_HARD);
} else {
shadowEffect->SetValue(D2D1_SHADOW_PROP_BLUR_STANDARD_DEVIATION, aSigma);
D2D1_VECTOR_4F color = { aColor.r, aColor.g, aColor.b, aColor.a };
shadowEffect->SetValue(D2D1_SHADOW_PROP_COLOR, color);
}
D2D1_POINT_2F shadowPoint = D2DPoint(aDest + aOffset);
mDC->DrawImage(shadowEffect, &shadowPoint, nullptr, D2D1_INTERPOLATION_MODE_LINEAR, D2DCompositionMode(aOperator));
D2D1_POINT_2F imgPoint = D2DPoint(aDest);
mDC->DrawImage(image, &imgPoint, nullptr, D2D1_INTERPOLATION_MODE_LINEAR, D2DCompositionMode(aOperator));
if (aSurface->GetFormat() != SurfaceFormat::A8) {
D2D1_POINT_2F imgPoint = D2DPoint(aDest);
mDC->DrawImage(image, &imgPoint, nullptr, D2D1_INTERPOLATION_MODE_LINEAR, D2DCompositionMode(aOperator));
}
}
void

View file

@ -713,9 +713,11 @@ DrawTargetSkia::DrawSurfaceWithShadow(SourceSurface *aSurface,
mCanvas->drawImage(image, shadowDest.x, shadowDest.y, &shadowPaint);
}
// Composite the original image after the shadow
auto dest = IntPoint::Round(aDest);
mCanvas->drawImage(image, dest.x, dest.y, &paint);
if (aSurface->GetFormat() != SurfaceFormat::A8) {
// Composite the original image after the shadow
auto dest = IntPoint::Round(aDest);
mCanvas->drawImage(image, dest.x, dest.y, &paint);
}
mCanvas->restore();
}

View file

@ -595,6 +595,8 @@ CreatePartialBitmapForSurface(DataSourceSurface *aSurface, const Matrix &aDestin
//
//
int Bpp = BytesPerPixel(aSurface->GetFormat());
if (uploadRect.Contains(rect)) {
// Extend mode is irrelevant, the displayed rect is completely contained
// by the source bitmap.
@ -631,7 +633,7 @@ CreatePartialBitmapForSurface(DataSourceSurface *aSurface, const Matrix &aDestin
// A partial upload will suffice.
aRT->CreateBitmap(D2D1::SizeU(uint32_t(uploadRect.width), uint32_t(uploadRect.height)),
mapping.GetData() + int(uploadRect.x) * 4 + int(uploadRect.y) * mapping.GetStride(),
mapping.GetData() + int(uploadRect.x) * Bpp + int(uploadRect.y) * mapping.GetStride(),
mapping.GetStride(),
D2D1::BitmapProperties(D2DPixelFormat(aSurface->GetFormat())),
getter_AddRefs(bitmap));
@ -641,8 +643,6 @@ CreatePartialBitmapForSurface(DataSourceSurface *aSurface, const Matrix &aDestin
return bitmap.forget();
} else {
int Bpp = BytesPerPixel(aSurface->GetFormat());
if (Bpp != 4) {
// This shouldn't actually happen in practice!
MOZ_ASSERT(false);

View file

@ -224,6 +224,15 @@ struct RectCornerRadii {
return true;
}
bool AreRadiiSame() const {
for (size_t i = 1; i < RectCorner::Count; i++) {
if (radii[i] != radii[0]) {
return false;
}
}
return true;
}
void Scale(Float aXScale, Float aYScale) {
for (int i = 0; i < RectCorner::Count; i++) {
radii[i].Scale(aXScale, aYScale);

View file

@ -285,7 +285,7 @@ typedef IntSizeTyped<UnknownUnits> IntSize;
template<class units, class F = Float>
struct SizeTyped :
public BaseSize< F, SizeTyped<units> >,
public BaseSize< F, SizeTyped<units, F> >,
public units {
static_assert(IsPixel<units>::value,
"'units' must be a coordinate system tag");