Files
frameworks_base/libs/rs/java/ImageProcessing/res/raw/threshold.rs
Jason Sams 8e6c17fcc4 Threading RS ForEach.
Change-Id: I5d6fe4db2b6ac0613394bc5a066ff90ec146d60e
2010-07-19 15:38:19 -07:00

177 lines
5.0 KiB
Rust

#pragma version(1)
#include "../../../../scriptc/rs_types.rsh"
#include "../../../../scriptc/rs_math.rsh"
#include "ip.rsh"
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;
#pragma rs export_var(height, width, radius, InPixel, OutPixel, ScratchPixel, inBlack, outBlack, inWhite, outWhite, gamma, saturation, InPixel, OutPixel, ScratchPixel, vBlurScript, hBlurScript)
#pragma rs export_func(filter, filterBenchmark);
rs_script vBlurScript;
rs_script hBlurScript;
// 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;
}
}
static void processNoBlur() {
float inWMinInB = inWhite - inBlack;
float outWMinOutB = outWhite - outBlack;
float4 currentPixel = 0;
for(int h = 0; h < height; h ++) {
uchar4 *input = InPixel + h*width;
uchar4 *output = OutPixel + h*width;
for(int w = 0; w < width; w ++) {
//currentPixel.xyz = convert_float3(input.xyz);
currentPixel.x = (float)(input->x);
currentPixel.y = (float)(input->y);
currentPixel.z = (float)(input->z);
float3 temp = rsMatrixMultiply(&colorMat, currentPixel.xyz);
temp = (clamp(temp, 0.f, 255.f) - inBlack) * overInWMinInB;
temp = pow(temp, (float3)gamma);
currentPixel.xyz = clamp(temp * outWMinOutB + outBlack, 0.f, 255.f);
//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;
input++;
output++;
}
}
}
static void blur() {
computeGaussianWeights();
FilterStruct fs;
fs.gaussian = gaussian;
fs.width = width;
fs.height = height;
fs.radius = radius;
fs.ain = rsGetAllocation(InPixel);
rsForEach(hBlurScript, fs.ain, rsGetAllocation(ScratchPixel), &fs);
fs.ain = rsGetAllocation(ScratchPixel);
rsForEach(vBlurScript, fs.ain, rsGetAllocation(OutPixel), &fs);
}
void filter() {
RS_DEBUG(radius);
computeColorMatrix();
if(radius > 0) {
blur();
}
processNoBlur();
int count = 0;
rsSendToClient(&count, 1, 4, 0);
}
void filterBenchmark() {
blur();
int count = 0;
rsSendToClient(&count, 1, 4, 0);
}