Added some image processing operations. Change-Id: Ic7ba45fbf57eff6fc7d20377c148d0ba7ac862f7
335 lines
10 KiB
Rust
335 lines
10 KiB
Rust
#pragma version(1)
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#include "../../../../scriptc/rs_types.rsh"
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#include "../../../../scriptc/rs_math.rsh"
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#include "../../../../scriptc/rs_graphics.rsh"
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#define MAX_RADIUS 25
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int height;
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int width;
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int radius;
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typedef struct c4u_s {
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uint8_t r, g, b, a;
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} c4u_t;
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c4u_t * InPixel;
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c4u_t * OutPixel;
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c4u_t * ScratchPixel;
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float inBlack;
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float outBlack;
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float inWhite;
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float outWhite;
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float gamma;
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float saturation;
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float inWMinInB;
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float outWMinOutB;
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#pragma rs export_var(height, width, radius, InPixel, OutPixel, ScratchPixel, inBlack, outBlack, inWhite, outWhite, gamma, saturation)
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#pragma rs export_func(filter, processNoBlur, computeColorMatrix, computeGaussianWeights);
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// Store our coefficients here
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float gaussian[MAX_RADIUS * 2 + 1];
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float colorMat[4][4];
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void computeColorMatrix() {
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// Saturation
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// Linear weights
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//float rWeight = 0.3086f;
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//float gWeight = 0.6094f;
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//float bWeight = 0.0820f;
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// Gamma 2.2 weights (we haven't converted our image to linear space yet for perf reasons)
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float rWeight = 0.299f;
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float gWeight = 0.587f;
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float bWeight = 0.114f;
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float oneMinusS = 1.0f - saturation;
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matrixLoadIdentity(colorMat);
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colorMat[0][0] = oneMinusS * rWeight + saturation;
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colorMat[0][1] = oneMinusS * rWeight;
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colorMat[0][2] = oneMinusS * rWeight;
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colorMat[1][0] = oneMinusS * gWeight;
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colorMat[1][1] = oneMinusS * gWeight + saturation;
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colorMat[1][2] = oneMinusS * gWeight;
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colorMat[2][0] = oneMinusS * bWeight;
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colorMat[2][1] = oneMinusS * bWeight;
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colorMat[2][2] = oneMinusS * bWeight + saturation;
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inWMinInB = inWhite - inBlack;
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outWMinOutB = outWhite - outBlack;
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}
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void computeGaussianWeights() {
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// Compute gaussian weights for the blur
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// e is the euler's number
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float e = 2.718281828459045f;
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float pi = 3.1415926535897932f;
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// g(x) = ( 1 / sqrt( 2 * pi ) * sigma) * e ^ ( -x^2 / 2 * sigma^2 )
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// x is of the form [-radius .. 0 .. radius]
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// and sigma varies with radius.
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// Based on some experimental radius values and sigma's
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// we approximately fit sigma = f(radius) as
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// sigma = radius * 0.4 + 0.6
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// The larger the radius gets, the more our gaussian blur
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// will resemble a box blur since with large sigma
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// the gaussian curve begins to lose its shape
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float sigma = 0.4f * (float)radius + 0.6f;
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// Now compute the coefficints
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// We will store some redundant values to save some math during
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// the blur calculations
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// precompute some values
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float coeff1 = 1.0f / (sqrt( 2.0f * pi ) * sigma);
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float coeff2 = - 1.0f / (2.0f * sigma * sigma);
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float normalizeFactor = 0.0f;
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float floatR = 0.0f;
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int r;
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for(r = -radius; r <= radius; r ++) {
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floatR = (float)r;
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gaussian[r + radius] = coeff1 * pow(e, floatR * floatR * coeff2);
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normalizeFactor += gaussian[r + radius];
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}
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//Now we need to normalize the weights because all our coefficients need to add up to one
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normalizeFactor = 1.0f / normalizeFactor;
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for(r = -radius; r <= radius; r ++) {
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floatR = (float)r;
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gaussian[r + radius] *= normalizeFactor;
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}
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}
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// This needs to be inline
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void levelsSaturation(float4 *currentPixel) {
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// Color matrix multiply
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float tempX = colorMat[0][0] * currentPixel->x + colorMat[1][0] * currentPixel->y + colorMat[2][0] * currentPixel->z;
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float tempY = colorMat[0][1] * currentPixel->x + colorMat[1][1] * currentPixel->y + colorMat[2][1] * currentPixel->z;
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float tempZ = colorMat[0][2] * currentPixel->x + colorMat[1][2] * currentPixel->y + colorMat[2][2] * currentPixel->z;
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currentPixel->x = tempX;
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currentPixel->y = tempY;
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currentPixel->z = tempZ;
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// Clamp to 0..255
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// Inline the code here to avoid funciton calls
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currentPixel->x = currentPixel->x > 255.0f ? 255.0f : currentPixel->x;
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currentPixel->y = currentPixel->y > 255.0f ? 255.0f : currentPixel->y;
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currentPixel->z = currentPixel->z > 255.0f ? 255.0f : currentPixel->z;
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currentPixel->x = currentPixel->x <= 0.0f ? 0.1f : currentPixel->x;
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currentPixel->y = currentPixel->y <= 0.0f ? 0.1f : currentPixel->y;
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currentPixel->z = currentPixel->z <= 0.0f ? 0.1f : currentPixel->z;
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currentPixel->x = pow( (currentPixel->x - inBlack) / (inWMinInB), gamma) * (outWMinOutB) + outBlack;
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currentPixel->y = pow( (currentPixel->y - inBlack) / (inWMinInB), gamma) * (outWMinOutB) + outBlack;
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currentPixel->z = pow( (currentPixel->z - inBlack) / (inWMinInB), gamma) * (outWMinOutB) + outBlack;
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currentPixel->x = currentPixel->x > 255.0f ? 255.0f : currentPixel->x;
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currentPixel->y = currentPixel->y > 255.0f ? 255.0f : currentPixel->y;
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currentPixel->z = currentPixel->z > 255.0f ? 255.0f : currentPixel->z;
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currentPixel->x = currentPixel->x <= 0.0f ? 0.1f : currentPixel->x;
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currentPixel->y = currentPixel->y <= 0.0f ? 0.1f : currentPixel->y;
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currentPixel->z = currentPixel->z <= 0.0f ? 0.1f : currentPixel->z;
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}
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void processNoBlur() {
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int w, h, r;
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int count = 0;
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float inWMinInB = inWhite - inBlack;
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float outWMinOutB = outWhite - outBlack;
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float4 currentPixel = 0;
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for(h = 0; h < height; h ++) {
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for(w = 0; w < width; w ++) {
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c4u_t *input = InPixel + h*width + w;
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currentPixel.x = (float)(input->r);
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currentPixel.y = (float)(input->g);
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currentPixel.z = (float)(input->b);
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levelsSaturation(¤tPixel);
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c4u_t *output = OutPixel + h*width + w;
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output->r = (uint8_t)currentPixel.x;
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output->g = (uint8_t)currentPixel.y;
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output->b = (uint8_t)currentPixel.z;
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output->a = input->a;
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}
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}
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sendToClient(&count, 1, 4, 0);
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}
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void horizontalBlur() {
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float4 blurredPixel = 0;
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float4 currentPixel = 0;
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// Horizontal blur
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int w, h, r;
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for(h = 0; h < height; h ++) {
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for(w = 0; w < width; w ++) {
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blurredPixel = 0;
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for(r = -radius; r <= radius; r ++) {
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// Stepping left and right away from the pixel
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int validW = w + r;
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// Clamp to zero and width max() isn't exposed for ints yet
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if(validW < 0) {
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validW = 0;
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}
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if(validW > width - 1) {
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validW = width - 1;
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}
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c4u_t *input = InPixel + h*width + validW;
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float weight = gaussian[r + radius];
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currentPixel.x = (float)(input->r);
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currentPixel.y = (float)(input->g);
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currentPixel.z = (float)(input->b);
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//currentPixel.w = (float)(input->a);
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blurredPixel += currentPixel*weight;
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}
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c4u_t *output = ScratchPixel + h*width + w;
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output->r = (uint8_t)blurredPixel.x;
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output->g = (uint8_t)blurredPixel.y;
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output->b = (uint8_t)blurredPixel.z;
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//output->a = (uint8_t)blurredPixel.w;
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}
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}
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}
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void horizontalBlurLevels() {
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float4 blurredPixel = 0;
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float4 currentPixel = 0;
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// Horizontal blur
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int w, h, r;
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for(h = 0; h < height; h ++) {
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for(w = 0; w < width; w ++) {
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blurredPixel = 0;
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for(r = -radius; r <= radius; r ++) {
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// Stepping left and right away from the pixel
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int validW = w + r;
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// Clamp to zero and width max() isn't exposed for ints yet
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if(validW < 0) {
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validW = 0;
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}
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if(validW > width - 1) {
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validW = width - 1;
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}
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c4u_t *input = InPixel + h*width + validW;
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float weight = gaussian[r + radius];
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currentPixel.x = (float)(input->r);
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currentPixel.y = (float)(input->g);
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currentPixel.z = (float)(input->b);
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//currentPixel.w = (float)(input->a);
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blurredPixel += currentPixel*weight;
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}
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levelsSaturation(&blurredPixel);
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c4u_t *output = ScratchPixel + h*width + w;
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output->r = (uint8_t)blurredPixel.x;
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output->g = (uint8_t)blurredPixel.y;
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output->b = (uint8_t)blurredPixel.z;
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//output->a = (uint8_t)blurredPixel.w;
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}
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}
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}
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void verticalBlur() {
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float4 blurredPixel = 0;
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float4 currentPixel = 0;
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// Vertical blur
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int w, h, r;
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for(h = 0; h < height; h ++) {
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for(w = 0; w < width; w ++) {
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blurredPixel = 0;
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for(r = -radius; r <= radius; r ++) {
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int validH = h + r;
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// Clamp to zero and width
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if(validH < 0) {
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validH = 0;
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}
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if(validH > height - 1) {
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validH = height - 1;
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}
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c4u_t *input = ScratchPixel + validH*width + w;
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float weight = gaussian[r + radius];
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currentPixel.x = (float)(input->r);
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currentPixel.y = (float)(input->g);
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currentPixel.z = (float)(input->b);
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//currentPixel.w = (float)(input->a);
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blurredPixel += currentPixel*weight;
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}
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c4u_t *output = OutPixel + h*width + w;
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output->r = (uint8_t)blurredPixel.x;
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output->g = (uint8_t)blurredPixel.y;
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output->b = (uint8_t)blurredPixel.z;
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//output->a = (uint8_t)blurredPixel.w;
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}
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}
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}
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void filter() {
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debugP(0, (void *)height);
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debugP(0, (void *)width);
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debugP(0, (void *)radius);
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debugPf(10, inBlack);
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debugPf(11, outBlack);
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debugPf(12, inWhite);
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debugPf(13, outWhite);
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debugPf(14, gamma);
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debugPf(15, saturation);
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computeColorMatrix();
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if(radius == 0) {
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processNoBlur();
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return;
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}
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computeGaussianWeights();
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horizontalBlurLevels();
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verticalBlur();
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int count = 0;
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sendToClient(&count, 1, 4, 0);
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}
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void filterBenchmark() {
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computeGaussianWeights();
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horizontalBlur();
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verticalBlur();
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int count = 0;
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sendToClient(&count, 1, 4, 0);
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}
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