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Side by Side Diff: Source/core/platform/graphics/ShadowBlur.cpp

Issue 47513011: Remove unused ShadowBlur (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Created 7 years, 1 month ago
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1 /*
2 * Copyright (C) 2011 Apple Inc. All rights reserved.
3 * Copyright (C) 2010 Sencha, Inc. All rights reserved.
4 * Copyright (C) 2010 Igalia S.L. All rights reserved.
5 * Copyright (C) Research In Motion Limited 2011. All rights reserved.
6 *
7 * Redistribution and use in source and binary forms, with or without
8 * modification, are permitted provided that the following conditions
9 * are met:
10 * 1. Redistributions of source code must retain the above copyright
11 * notice, this list of conditions and the following disclaimer.
12 * 2. Redistributions in binary form must reproduce the above copyright
13 * notice, this list of conditions and the following disclaimer in the
14 * documentation and/or other materials provided with the distribution.
15 *
16 * THIS SOFTWARE IS PROVIDED BY APPLE INC. ``AS IS'' AND ANY
17 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
19 * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
20 * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
21 * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
22 * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
23 * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
24 * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
26 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 */
28
29 #include "config.h"
30 #include "core/platform/graphics/ShadowBlur.h"
31
32 #include "wtf/MathExtras.h"
33 #include <algorithm>
34
35 using namespace std;
36
37 namespace WebCore {
38
39 enum {
40 leftLobe = 0,
41 rightLobe = 1
42 };
43
44 ShadowBlur::ShadowBlur(const FloatSize& radius, const FloatSize& offset, const C olor& color)
45 : m_color(color)
46 , m_blurRadius(radius)
47 , m_offset(offset)
48 , m_shadowsIgnoreTransforms(false)
49 {
50 updateShadowBlurValues();
51 }
52
53 void ShadowBlur::updateShadowBlurValues()
54 {
55 // Limit blur radius to 128 to avoid lots of very expensive blurring.
56 m_blurRadius = m_blurRadius.shrunkTo(FloatSize(128, 128));
57
58 // The type of shadow is decided by the blur radius, shadow offset, and shad ow color.
59 if (!m_color.isValid() || !m_color.alpha()) {
60 // Can't paint the shadow with invalid or invisible color.
61 m_type = NoShadow;
62 } else if (m_blurRadius.width() > 0 || m_blurRadius.height() > 0) {
63 // Shadow is always blurred, even the offset is zero.
64 m_type = BlurShadow;
65 } else if (!m_offset.width() && !m_offset.height()) {
66 // Without blur and zero offset means the shadow is fully hidden.
67 m_type = NoShadow;
68 } else
69 m_type = SolidShadow;
70 }
71
72 // Instead of integer division, we use 17.15 for fixed-point division.
73 static const int blurSumShift = 15;
74
75 // Takes a two dimensional array with three rows and two columns for the lobes.
76 static void calculateLobes(int lobes[][2], float blurRadius, bool shadowsIgnoreT ransforms)
77 {
78 int diameter;
79 if (shadowsIgnoreTransforms)
80 diameter = max(2, static_cast<int>(floorf((2 / 3.f) * blurRadius))); // Canvas shadow. FIXME: we should adjust the blur radius higher up.
81 else {
82 // http://dev.w3.org/csswg/css3-background/#box-shadow
83 // Approximate a Gaussian blur with a standard deviation equal to half t he blur radius,
84 // which http://www.w3.org/TR/SVG/filters.html#feGaussianBlurElement tel l us how to do.
85 // However, shadows rendered according to that spec will extend a little further than m_blurRadius,
86 // so we apply a fudge factor to bring the radius down slightly.
87 float stdDev = blurRadius / 2;
88 const float gaussianKernelFactor = 3 / 4.f * sqrtf(2 * piFloat);
89 const float fudgeFactor = 0.88f;
90 diameter = max(2, static_cast<int>(floorf(stdDev * gaussianKernelFactor * fudgeFactor + 0.5f)));
91 }
92
93 if (diameter & 1) {
94 // if d is odd, use three box-blurs of size 'd', centered on the output pixel.
95 int lobeSize = (diameter - 1) / 2;
96 lobes[0][leftLobe] = lobeSize;
97 lobes[0][rightLobe] = lobeSize;
98 lobes[1][leftLobe] = lobeSize;
99 lobes[1][rightLobe] = lobeSize;
100 lobes[2][leftLobe] = lobeSize;
101 lobes[2][rightLobe] = lobeSize;
102 } else {
103 // if d is even, two box-blurs of size 'd' (the first one centered on th e pixel boundary
104 // between the output pixel and the one to the left, the second one cent ered on the pixel
105 // boundary between the output pixel and the one to the right) and one b ox blur of size 'd+1' centered on the output pixel
106 int lobeSize = diameter / 2;
107 lobes[0][leftLobe] = lobeSize;
108 lobes[0][rightLobe] = lobeSize - 1;
109 lobes[1][leftLobe] = lobeSize - 1;
110 lobes[1][rightLobe] = lobeSize;
111 lobes[2][leftLobe] = lobeSize;
112 lobes[2][rightLobe] = lobeSize;
113 }
114 }
115
116 void ShadowBlur::blurLayerImage(unsigned char* imageData, const IntSize& size, i nt rowStride)
117 {
118 const int channels[4] = { 3, 0, 1, 3 };
119
120 int lobes[3][2]; // indexed by pass, and left/right lobe
121 calculateLobes(lobes, m_blurRadius.width(), m_shadowsIgnoreTransforms);
122
123 // First pass is horizontal.
124 int stride = 4;
125 int delta = rowStride;
126 int final = size.height();
127 int dim = size.width();
128
129 // Two stages: horizontal and vertical
130 for (int pass = 0; pass < 2; ++pass) {
131 unsigned char* pixels = imageData;
132
133 if (!pass && !m_blurRadius.width())
134 final = 0; // Do no work if horizonal blur is zero.
135
136 for (int j = 0; j < final; ++j, pixels += delta) {
137 // For each step, we blur the alpha in a channel and store the resul t
138 // in another channel for the subsequent step.
139 // We use sliding window algorithm to accumulate the alpha values.
140 // This is much more efficient than computing the sum of each pixels
141 // covered by the box kernel size for each x.
142 for (int step = 0; step < 3; ++step) {
143 int side1 = lobes[step][leftLobe];
144 int side2 = lobes[step][rightLobe];
145 int pixelCount = side1 + 1 + side2;
146 int invCount = ((1 << blurSumShift) + pixelCount - 1) / pixelCou nt;
147 int ofs = 1 + side2;
148 int alpha1 = pixels[channels[step]];
149 int alpha2 = pixels[(dim - 1) * stride + channels[step]];
150
151 unsigned char* ptr = pixels + channels[step + 1];
152 unsigned char* prev = pixels + stride + channels[step];
153 unsigned char* next = pixels + ofs * stride + channels[step];
154
155 int i;
156 int sum = side1 * alpha1 + alpha1;
157 int limit = (dim < side2 + 1) ? dim : side2 + 1;
158
159 for (i = 1; i < limit; ++i, prev += stride)
160 sum += *prev;
161
162 if (limit <= side2)
163 sum += (side2 - limit + 1) * alpha2;
164
165 limit = (side1 < dim) ? side1 : dim;
166 for (i = 0; i < limit; ptr += stride, next += stride, ++i, ++ofs ) {
167 *ptr = (sum * invCount) >> blurSumShift;
168 sum += ((ofs < dim) ? *next : alpha2) - alpha1;
169 }
170
171 prev = pixels + channels[step];
172 for (; ofs < dim; ptr += stride, prev += stride, next += stride, ++i, ++ofs) {
173 *ptr = (sum * invCount) >> blurSumShift;
174 sum += (*next) - (*prev);
175 }
176
177 for (; i < dim; ptr += stride, prev += stride, ++i) {
178 *ptr = (sum * invCount) >> blurSumShift;
179 sum += alpha2 - (*prev);
180 }
181 }
182 }
183
184 // Last pass is vertical.
185 stride = rowStride;
186 delta = 4;
187 final = size.width();
188 dim = size.height();
189
190 if (!m_blurRadius.height())
191 break;
192
193 if (m_blurRadius.width() != m_blurRadius.height())
194 calculateLobes(lobes, m_blurRadius.height(), m_shadowsIgnoreTransfor ms);
195 }
196 }
197
198 } // namespace WebCore
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