com.sun.scenario.effect.impl.state.BoxRenderState Maven / Gradle / Ivy
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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package com.sun.scenario.effect.impl.state;
import com.sun.javafx.geom.Rectangle;
import com.sun.javafx.geom.transform.BaseTransform;
import com.sun.javafx.geom.transform.NoninvertibleTransformException;
import com.sun.scenario.effect.Color4f;
import com.sun.scenario.effect.Effect;
import com.sun.scenario.effect.FilterContext;
import com.sun.scenario.effect.Filterable;
import com.sun.scenario.effect.ImageData;
import com.sun.scenario.effect.impl.BufferUtil;
import com.sun.scenario.effect.impl.EffectPeer;
import com.sun.scenario.effect.impl.Renderer;
import java.nio.FloatBuffer;
/**
* The RenderState for a box filter kernel that can be applied using a
* standard linear convolution kernel.
* A box filter has a size that represents how large of an area around a
* given pixel should be averaged. If the size is 1.0 then just the pixel
* itself should be averaged and the operation is a NOP. Values smaller
* than that are automatically treated as 1.0/NOP.
* For any odd size, the kernel weights the center pixel and an equal number
* of pixels on either side of it equally, so the weights for size 2N+1 are:
* [ {N copes of 1.0} 1.0 {N more copies of 1.0} ]
* As the size grows past that integer size, we must then add another kernel
* weight entry on both sides of the existing array of 1.0 weights and give
* them a fractional weight of half of the amount we exceeded the last odd
* size, so the weights for some size (2N+1)+e (e for epsilon) are:
* [ e/2.0 {2*N+1 copies of 1.0} e/2.0 ]
* As the size continues to grow, when it reaches the next even size, we get
* weights for size 2*N+1+1 to be:
* [ 0.5 {2*N+1 copies of 1.0} 0.5 ]
* and as the size continues to grow and approaches the next odd number, we
* see that 2(N+1)+1 == 2N+2+1 == 2N+1 + 2, so (e) approaches 2 and the
* numbers on each end of the weights array approach e/2.0 == 1.0 and we end
* up back at the pattern for an odd size again:
* [ 1.0 {2*N+1 copies of 1.0} 1.0 ]
*
* ***************************
* SOFTWARE LIMITATION CAVEAT:
* ***************************
*
* Note that the highly optimized software filters for BoxBlur/Shadow will
* actually do a very optimized "running sum" operation that is only currently
* implemented for equal weighted kernels. Also, until recently we had always
* been rounding down the size by casting it to an integer at a high level (in
* the FX layer peer synchronization code), so for now the software filters
* may only implement a subset of the above theory and new optimized loops that
* allow partial sums on the first and last values will need to be written.
* Until then we will be rounding the sizes to an odd size, but only in the
* sw loops.
*/
public class BoxRenderState extends LinearConvolveRenderState {
private static final int MAX_BOX_SIZES[] = {
getMaxSizeForKernelSize(MAX_KERNEL_SIZE, 0),
getMaxSizeForKernelSize(MAX_KERNEL_SIZE, 1),
getMaxSizeForKernelSize(MAX_KERNEL_SIZE, 2),
getMaxSizeForKernelSize(MAX_KERNEL_SIZE, 3),
};
private final boolean isShadow;
private final int blurPasses;
private final float spread;
private Color4f shadowColor;
private EffectCoordinateSpace space;
private BaseTransform inputtx;
private BaseTransform resulttx;
private final float inputSizeH;
private final float inputSizeV;
private final int spreadPass;
private float samplevectors[];
private int validatedPass;
private float passSize;
private FloatBuffer weights;
private float weightsValidSize;
private float weightsValidSpread;
private boolean swCompatible; // true if we can use the sw peers
public static int getMaxSizeForKernelSize(int kernelSize, int blurPasses) {
if (blurPasses == 0) {
return Integer.MAX_VALUE;
}
// Kernel sizes are always odd, so if the supplied ksize is even then
// we need to use ksize-1 to compute the max as that is actually the
// largest kernel we will be able to produce that is no larger than
// ksize for any given pass size.
int passSize = (kernelSize - 1) | 1;
passSize = ((passSize - 1) / blurPasses) | 1;
assert getKernelSize(passSize, blurPasses) <= kernelSize;
return passSize;
}
public static int getKernelSize(int passSize, int blurPasses) {
int kernelSize = (passSize < 1) ? 1 : passSize;
kernelSize = (kernelSize-1) * blurPasses + 1;
kernelSize |= 1;
return kernelSize;
}
public BoxRenderState(float hsize, float vsize, int blurPasses, float spread,
boolean isShadow, Color4f shadowColor, BaseTransform filtertx)
{
/*
* The operation starts as a description of the size of a (pair of)
* box filter kernels measured relative to that user space coordinate
* system and to be applied horizontally and vertically in that same
* space. The presence of a filter transform can mean that the
* direction we apply the box convolutions could change as well
* as the new size of the box summations relative to the pixels
* produced under that transform.
*
* Since the box filter is best described by the summation of a range
* of discrete pixels horizontally and vertically, and since the
* software algorithms vastly prefer applying the sums horizontally
* and vertically to groups of whole pixels using an incremental "add
* the next pixel at the front edge of the box and subtract the pixel
* that is at the back edge of the box" technique, we will constrain
* our box size to an integer size and attempt to force the inputs
* to produce an axis aligned intermediate image. But, in the end,
* we must be prepared for an arbitrary transform on the input image
* which essentially means being able to back off to an arbitrary
* invocation on the associated LinearConvolvePeer from the software
* hand-written Box peers.
*
* We will track the direction and size of the box as we traverse
* different coordinate spaces with the intent that eventually we
* will perform the math of the convolution with weights calculated
* for one sample per pixel in the indicated direction and applied as
* closely to the intended final filter transform as we can achieve
* with the following caveats (very similar to the caveats for the
* more general GaussianRenderState):
*
* - There is a maximum kernel size that the hardware pixel shaders
* can apply so we will try to keep the scaling of the filtered
* pixels low enough that we do not exceed that data limitation.
*
* - Software vastly prefers to apply these weights along horizontal
* and vertical vectors, but can apply them in an arbitrary direction
* if need be by backing off to the generic LinearConvolvePeer.
*
* - If the box is large enough, then applying a smaller box kernel
* to a downscaled input is close enough to applying the larger box
* to a larger scaled input. Our maximum kernel size is large enough
* for this effect to be hidden if we max out the kernel.
*
* - We can tell the inputs what transform we want them to use, but
* they can always produce output under a different transform and
* then return a result with a "post-processing" trasnform to be
* applied (as we are doing here ourselves). Thus, we can plan
* how we want to apply the convolution weights and samples here,
* but we will have to reevaluate our actions when the actual
* input pixels are created later.
*
* - We will try to blur at a nice axis-aligned orientation (which is
* preferred for the software versions of the shaders) and perform
* any rotation and skewing in the final post-processing result
* transform as that amount of blurring will quite effectively cover
* up any distortion that would occur by not rendering at the
* appropriate angles.
*
* To achieve this we start out with untransformed sample vectors
* which are unit vectors along the X and Y axes. We transform them
* into the requested filter space, adjust the kernel size and see
* if we can support that kernel size. If it is too large of a
* projected kernel, then we request the input at a smaller scale
* and perform a maximum kernel convolution on it and then indicate
* that this result will need to be scaled by the caller. When this
* method is done we will have computed what we need to do to the
* input pixels when they come in if the inputtx was honored, otherwise
* we may have to adjust the values further in {@link @validateInput()}.
*/
this.isShadow = isShadow;
this.shadowColor = shadowColor;
this.spread = spread;
this.blurPasses = blurPasses;
if (filtertx == null) filtertx = BaseTransform.IDENTITY_TRANSFORM;
double txScaleX = Math.hypot(filtertx.getMxx(), filtertx.getMyx());
double txScaleY = Math.hypot(filtertx.getMxy(), filtertx.getMyy());
float fSizeH = (float) (hsize * txScaleX);
float fSizeV = (float) (vsize * txScaleY);
int maxPassSize = MAX_BOX_SIZES[blurPasses];
if (fSizeH > maxPassSize) {
txScaleX = maxPassSize / hsize;
fSizeH = maxPassSize;
}
if (fSizeV > maxPassSize) {
txScaleY = maxPassSize / vsize;
fSizeV = maxPassSize;
}
this.inputSizeH = fSizeH;
this.inputSizeV = fSizeV;
this.spreadPass = (fSizeV > 1) ? 1 : 0;
// We always want to use an unrotated space to do our filtering, so
// we interpose our scaled-only space in all cases, but we do check
// if it happens to be equivalent (ignoring translations) to the
// original filtertx so we can avoid introducing extra layers of
// transforms.
boolean custom = (txScaleX != filtertx.getMxx() ||
0.0 != filtertx.getMyx() ||
txScaleY != filtertx.getMyy() ||
0.0 != filtertx.getMxy());
if (custom) {
this.space = EffectCoordinateSpace.CustomSpace;
this.inputtx = BaseTransform.getScaleInstance(txScaleX, txScaleY);
this.resulttx = filtertx
.copy()
.deriveWithScale(1.0 / txScaleX, 1.0 / txScaleY, 1.0);
} else {
this.space = EffectCoordinateSpace.RenderSpace;
this.inputtx = filtertx;
this.resulttx = BaseTransform.IDENTITY_TRANSFORM;
}
// assert inputtx.mxy == inputtx.myx == 0.0
}
public int getBoxPixelSize(int pass) {
float size = passSize;
if (size < 1.0f) size = 1.0f;
int boxsize = ((int) Math.ceil(size)) | 1;
return boxsize;
}
public int getBlurPasses() {
return blurPasses;
}
public float getSpread() {
return spread;
}
@Override
public boolean isShadow() {
return isShadow;
}
@Override
public Color4f getShadowColor() {
return shadowColor;
}
@Override
public float[] getPassShadowColorComponents() {
return (validatedPass == 0)
? BLACK_COMPONENTS
: shadowColor.getPremultipliedRGBComponents();
}
@Override
public EffectCoordinateSpace getEffectTransformSpace() {
return space;
}
@Override
public BaseTransform getInputTransform(BaseTransform filterTransform) {
return inputtx;
}
@Override
public BaseTransform getResultTransform(BaseTransform filterTransform) {
return resulttx;
}
@Override
public EffectPeer getPassPeer(Renderer r, FilterContext fctx) {
if (isPassNop()) {
return null;
}
int ksize = getPassKernelSize();
int psize = getPeerSize(ksize);
Effect.AccelType actype = r.getAccelType();
String name;
switch (actype) {
case NONE:
case SIMD:
if (swCompatible && spread == 0.0f) {
name = isShadow() ? "BoxShadow" : "BoxBlur";
break;
}
/* FALLS THROUGH */
default:
name = isShadow() ? "LinearConvolveShadow" : "LinearConvolve";
break;
}
EffectPeer peer = r.getPeerInstance(fctx, name, psize);
return peer;
}
@Override
public Rectangle getInputClip(int i, Rectangle filterClip) {
if (filterClip != null) {
int klenh = getInputKernelSize(0);
int klenv = getInputKernelSize(1);
if ((klenh | klenv) > 1) {
filterClip = new Rectangle(filterClip);
// We actually want to grow them by (klen-1)/2, but since we
// have forced the klen sizes to be odd above, a simple integer
// divide by 2 is enough...
filterClip.grow(klenh/2, klenv/2);
}
}
return filterClip;
}
@Override
public ImageData validatePassInput(ImageData src, int pass) {
this.validatedPass = pass;
BaseTransform srcTx = src.getTransform();
samplevectors = new float[2];
samplevectors[pass] = 1.0f;
float iSize = (pass == 0) ? inputSizeH : inputSizeV;
if (srcTx.isTranslateOrIdentity()) {
this.swCompatible = true;
this.passSize = iSize;
} else {
// The input produced a texture that requires transformation,
// reevaluate our box sizes.
// First (inverse) transform our sample vectors from the intended
// srcTx space back into the actual pixel space of the src texture.
// Then evaluate their length and attempt to absorb as much of any
// implicit scaling that would happen into our final pixelSizes,
// but if we overflow the maximum supportable pass size then we will
// just have to sample sparsely with a longer than unit vector.
// REMIND: we should also downsample the texture by powers of
// 2 if our sampling will be more sparse than 1 sample per 2
// pixels.
try {
srcTx.inverseDeltaTransform(samplevectors, 0, samplevectors, 0, 1);
} catch (NoninvertibleTransformException ex) {
this.passSize = 0.0f;
samplevectors[0] = samplevectors[1] = 0.0f;
this.swCompatible = true;
return src;
}
double srcScale = Math.hypot(samplevectors[0], samplevectors[1]);
float pSize = (float) (iSize * srcScale);
pSize *= srcScale;
int maxPassSize = MAX_BOX_SIZES[blurPasses];
if (pSize > maxPassSize) {
pSize = maxPassSize;
srcScale = maxPassSize / iSize;
}
this.passSize = pSize;
// For a pixelSize that was less than maxPassSize, the following
// lines renormalize the un-transformed vector back into a unit
// vector in the proper direction and we absorbed its length
// into the pixelSize that we will apply for the box filter weights.
// If we clipped the pixelSize to maxPassSize, then it will not
// actually end up as a unit vector, but it will represent the
// proper sampling deltas for the indicated box size (which should
// be maxPassSize in that case).
samplevectors[0] /= srcScale;
samplevectors[1] /= srcScale;
// If we are still sampling by an axis aligned unit vector, then the
// optimized software filters can still do their "incremental sum"
// magic.
// REMIND: software loops could actually do an infinitely sized
// kernel with only memory requirements getting in the way, but
// the values being tested here are constrained by the limits of
// the hardware peers. It is not clear how to fix this since we
// have to choose how to proceed before we have enough information
// to know if the inputs will be cooperative enough to assume
// software limits, and then once we get here, we may have already
// constrained ourselves into a situation where we must use the
// hardware peers. Still, there may be more "fighting" we can do
// to hold on to compatibility with the software loops perhaps?
Rectangle srcSize = src.getUntransformedBounds();
if (pass == 0) {
this.swCompatible = nearOne(samplevectors[0], srcSize.width)
&& nearZero(samplevectors[1], srcSize.width);
} else {
this.swCompatible = nearZero(samplevectors[0], srcSize.height)
&& nearOne(samplevectors[1], srcSize.height);
}
}
Filterable f = src.getUntransformedImage();
samplevectors[0] /= f.getPhysicalWidth();
samplevectors[1] /= f.getPhysicalHeight();
return src;
}
@Override
public Rectangle getPassResultBounds(Rectangle srcdimension, Rectangle outputClip) {
// Note that the pass vector and the pass radius may be adjusted for
// a transformed input, but our output will be in the untransformed
// "filter" coordinate space so we need to use the "input" values that
// are in that same coordinate space.
// The srcdimension is padded by the amount of extra data we produce
// for this pass.
// The outputClip is padded by the amount of extra input data we will
// need for subsequent passes to do their work.
Rectangle ret = new Rectangle(srcdimension);
if (validatedPass == 0) {
ret.grow(getInputKernelSize(0) / 2, 0);
} else {
ret.grow(0, getInputKernelSize(1) / 2);
}
if (outputClip != null) {
if (validatedPass == 0) {
outputClip = new Rectangle(outputClip);
outputClip.grow(0, getInputKernelSize(1) / 2);
}
ret.intersectWith(outputClip);
}
return ret;
}
@Override
public float[] getPassVector() {
float xoff = samplevectors[0];
float yoff = samplevectors[1];
int ksize = getPassKernelSize();
int center = ksize / 2;
float ret[] = new float[4];
ret[0] = xoff;
ret[1] = yoff;
ret[2] = -center * xoff;
ret[3] = -center * yoff;
return ret;
}
@Override
public int getPassWeightsArrayLength() {
validateWeights();
return weights.limit() / 4;
}
@Override
public FloatBuffer getPassWeights() {
validateWeights();
weights.rewind();
return weights;
}
private void validateWeights() {
float pSize;
if (blurPasses == 0) {
pSize = 1.0f;
} else {
pSize = passSize;
// 1.0f is the minimum size and is a NOP (each pixel averaged
// over itself)
if (pSize < 1.0f) pSize = 1.0f;
}
float passSpread = (validatedPass == spreadPass) ? spread : 0f;
if (weights != null &&
weightsValidSize == pSize &&
weightsValidSpread == passSpread)
{
return;
}
// round klen up to a full pixel size and make sure it is odd so
// that we center the kernel around each pixel center (1.0 of the
// total size/weight is centered on the current pixel and then
// the remainder is split (size-1.0)/2 on each side.
// If the size is 2, then we don't want to average each pair of
// pixels together (weights: 0.5, 0.5), instead we want to take each
// pixel and average in half of each of its neighbors with it
// (weights: 0.25, 0.5, 0.25).
int klen = ((int) Math.ceil(pSize)) | 1;
int totalklen = klen;
for (int p = 1; p < blurPasses; p++) {
totalklen += klen - 1;
}
double ik[] = new double[totalklen];
for (int i = 0; i < klen; i++) {
ik[i] = 1.0;
}
// The sum of the ik[] array is now klen, but we want the sum to
// be size. The worst case difference will be less than 2.0 since
// the klen length is the ceil of the actual size possibly bumped up
// to an odd number. Thus it can have been bumped up by no more than
// 2.0. If there is an excess, we need to take half of it out of each
// of the two end weights (first and last).
double excess = klen - pSize;
if (excess > 0.0) {
// assert (excess * 0.5 < 1.0)
ik[0] = ik[klen-1] = 1.0 - excess * 0.5;
}
int filledklen = klen;
for (int p = 1; p < blurPasses; p++) {
filledklen += klen - 1;
int i = filledklen - 1;
while (i > klen) {
double sum = ik[i];
for (int k = 1; k < klen; k++) {
sum += ik[i-k];
}
ik[i--] = sum;
}
while (i > 0) {
double sum = ik[i];
for (int k = 0; k < i; k++) {
sum += ik[k];
}
ik[i--] = sum;
}
}
// assert (filledklen == totalklen == ik.length)
double sum = 0.0;
for (int i = 0; i < ik.length; i++) {
sum += ik[i];
}
// We need to apply the spread on only one pass
// Prefer pass1 if r1 is not trivial
// Otherwise use pass 0 so that it doesn't disappear
sum += (1.0 - sum) * passSpread;
if (weights == null) {
// peersize(MAX_KERNEL_SIZE) rounded up to the next multiple of 4
int maxbufsize = getPeerSize(MAX_KERNEL_SIZE);
maxbufsize = (maxbufsize + 3) & (~3);
weights = BufferUtil.newFloatBuffer(maxbufsize);
}
weights.clear();
for (int i = 0; i < ik.length; i++) {
weights.put((float) (ik[i] / sum));
}
int limit = getPeerSize(ik.length);
while (weights.position() < limit) {
weights.put(0f);
}
weights.limit(limit);
weights.rewind();
}
@Override
public int getInputKernelSize(int pass) {
float size = (pass == 0) ? inputSizeH : inputSizeV;
if (size < 1.0f) size = 1.0f;
int klen = ((int) Math.ceil(size)) | 1;
int totalklen = 1;
for (int p = 0; p < blurPasses; p++) {
totalklen += klen - 1;
}
return totalklen;
}
@Override
public int getPassKernelSize() {
float size = passSize;
if (size < 1.0f) size = 1.0f;
int klen = ((int) Math.ceil(size)) | 1;
int totalklen = 1;
for (int p = 0; p < blurPasses; p++) {
totalklen += klen - 1;
}
return totalklen;
}
@Override
public boolean isNop() {
if (isShadow) return false;
return (blurPasses == 0
|| (inputSizeH <= 1.0f && inputSizeV <= 1.0f));
}
@Override
public boolean isPassNop() {
if (isShadow && validatedPass == 1) return false;
return (blurPasses == 0 || (passSize) <= 1.0f);
}
}
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