Added configurable parameters for edge treatment for BlurShader to determine how edge pixels are to be computed as part of the blur kernel. This provides the option to sample the edge pixels of the source for larger windows as well as using transparent (default behavior) Fixes: 167714368 Test: Added CTS tests to verify results of edge treatment parameters Change-Id: I3880ff4aa2e2a4eba831a0aa6d2ec77b07e84813
88 lines
3.4 KiB
Java
88 lines
3.4 KiB
Java
/*
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* Copyright (C) 2020 The Android Open Source Project
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*/
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package android.graphics;
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import android.annotation.NonNull;
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import android.annotation.Nullable;
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/**
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* A subclass of shader that blurs input from another {@link android.graphics.Shader} instance
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* or all the drawing commands with the {@link android.graphics.Paint} that this shader is
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* attached to.
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*/
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public final class BlurShader extends Shader {
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private final float mRadiusX;
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private final float mRadiusY;
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private final Shader mInputShader;
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private final TileMode mEdgeTreatment;
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private long mNativeInputShader = 0;
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/**
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* Create a {@link BlurShader} that blurs the contents of the optional input shader
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* with the specified radius along the x and y axis. If no input shader is provided
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* then all drawing commands issued with a {@link android.graphics.Paint} that this
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* shader is installed in will be blurred.
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*
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* This uses a default {@link TileMode#DECAL} for edge treatment
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*
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* @param radiusX Radius of blur along the X axis
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* @param radiusY Radius of blur along the Y axis
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* @param inputShader Input shader that provides the content to be blurred
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*/
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public BlurShader(float radiusX, float radiusY, @Nullable Shader inputShader) {
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this(radiusX, radiusY, inputShader, TileMode.DECAL);
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}
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/**
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* Create a {@link BlurShader} that blurs the contents of the optional input shader
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* with the specified radius along the x and y axis. If no input shader is provided
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* then all drawing commands issued with a {@link android.graphics.Paint} that this
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* shader is installed in will be blurred
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* @param radiusX Radius of blur along the X axis
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* @param radiusY Radius of blur along the Y axis
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* @param inputShader Input shader that provides the content to be blurred
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* @param edgeTreatment Policy for how to blur content near edges of the blur shader
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*/
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public BlurShader(float radiusX, float radiusY, @Nullable Shader inputShader,
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@NonNull TileMode edgeTreatment) {
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mRadiusX = radiusX;
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mRadiusY = radiusY;
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mInputShader = inputShader;
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mEdgeTreatment = edgeTreatment;
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}
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/** @hide **/
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@Override
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protected long createNativeInstance(long nativeMatrix) {
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mNativeInputShader = mInputShader != null ? mInputShader.getNativeInstance() : 0;
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return nativeCreate(nativeMatrix, mRadiusX, mRadiusY, mNativeInputShader,
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mEdgeTreatment.nativeInt);
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}
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/** @hide **/
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@Override
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protected boolean shouldDiscardNativeInstance() {
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long currentNativeInstance = mInputShader != null ? mInputShader.getNativeInstance() : 0;
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return mNativeInputShader != currentNativeInstance;
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}
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private static native long nativeCreate(long nativeMatrix, float radiusX, float radiusY,
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long inputShader, int edgeTreatment);
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}
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