1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2015 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/text/gpu/DistanceFieldAdjustTable.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDebug.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTemplates.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkNoDestructor.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkScalerContext.h"
15*c8dee2aaSAndroid Build Coastguard Worker
16*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef>
17*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
18*c8dee2aaSAndroid Build Coastguard Worker
19*c8dee2aaSAndroid Build Coastguard Worker using namespace skia_private;
20*c8dee2aaSAndroid Build Coastguard Worker
21*c8dee2aaSAndroid Build Coastguard Worker namespace sktext::gpu {
22*c8dee2aaSAndroid Build Coastguard Worker
SkDEBUGCODE(static const int kExpectedDistanceAdjustTableSize=8;)23*c8dee2aaSAndroid Build Coastguard Worker SkDEBUGCODE(static const int kExpectedDistanceAdjustTableSize = 8;)
24*c8dee2aaSAndroid Build Coastguard Worker
25*c8dee2aaSAndroid Build Coastguard Worker SkScalar* build_distance_adjust_table(SkScalar deviceGamma) {
26*c8dee2aaSAndroid Build Coastguard Worker // This is used for an approximation of the mask gamma hack, used by raster and bitmap
27*c8dee2aaSAndroid Build Coastguard Worker // text. The mask gamma hack is based off of guessing what the blend color is going to
28*c8dee2aaSAndroid Build Coastguard Worker // be, and adjusting the mask so that when run through the linear blend will
29*c8dee2aaSAndroid Build Coastguard Worker // produce the value closest to the desired result. However, in practice this means
30*c8dee2aaSAndroid Build Coastguard Worker // that the 'adjusted' mask is just increasing or decreasing the coverage of
31*c8dee2aaSAndroid Build Coastguard Worker // the mask depending on what it is thought it will blit against. For black (on
32*c8dee2aaSAndroid Build Coastguard Worker // assumed white) this means that coverages are decreased (on a curve). For white (on
33*c8dee2aaSAndroid Build Coastguard Worker // assumed black) this means that coverages are increased (on a a curve). At
34*c8dee2aaSAndroid Build Coastguard Worker // middle (perceptual) gray (which could be blit against anything) the coverages
35*c8dee2aaSAndroid Build Coastguard Worker // remain the same.
36*c8dee2aaSAndroid Build Coastguard Worker //
37*c8dee2aaSAndroid Build Coastguard Worker // The idea here is that instead of determining the initial (real) coverage and
38*c8dee2aaSAndroid Build Coastguard Worker // then adjusting that coverage, we determine an adjusted coverage directly by
39*c8dee2aaSAndroid Build Coastguard Worker // essentially manipulating the geometry (in this case, the distance to the glyph
40*c8dee2aaSAndroid Build Coastguard Worker // edge). So for black (on assumed white) this thins a bit; for white (on
41*c8dee2aaSAndroid Build Coastguard Worker // assumed black) this fake bolds the geometry a bit.
42*c8dee2aaSAndroid Build Coastguard Worker //
43*c8dee2aaSAndroid Build Coastguard Worker // The distance adjustment is calculated by determining the actual coverage value which
44*c8dee2aaSAndroid Build Coastguard Worker // when fed into in the mask gamma table gives us an 'adjusted coverage' value of 0.5. This
45*c8dee2aaSAndroid Build Coastguard Worker // actual coverage value (assuming it's between 0 and 1) corresponds to a distance from the
46*c8dee2aaSAndroid Build Coastguard Worker // actual edge. So by subtracting this distance adjustment and computing without the
47*c8dee2aaSAndroid Build Coastguard Worker // the coverage adjustment we should get 0.5 coverage at the same point.
48*c8dee2aaSAndroid Build Coastguard Worker //
49*c8dee2aaSAndroid Build Coastguard Worker // This has several implications:
50*c8dee2aaSAndroid Build Coastguard Worker // For non-gray lcd smoothed text, each subpixel essentially is using a
51*c8dee2aaSAndroid Build Coastguard Worker // slightly different geometry.
52*c8dee2aaSAndroid Build Coastguard Worker //
53*c8dee2aaSAndroid Build Coastguard Worker // For black (on assumed white) this may not cover some pixels which were
54*c8dee2aaSAndroid Build Coastguard Worker // previously covered; however those pixels would have been only slightly
55*c8dee2aaSAndroid Build Coastguard Worker // covered and that slight coverage would have been decreased anyway. Also, some pixels
56*c8dee2aaSAndroid Build Coastguard Worker // which were previously fully covered may no longer be fully covered.
57*c8dee2aaSAndroid Build Coastguard Worker //
58*c8dee2aaSAndroid Build Coastguard Worker // For white (on assumed black) this may cover some pixels which weren't
59*c8dee2aaSAndroid Build Coastguard Worker // previously covered at all.
60*c8dee2aaSAndroid Build Coastguard Worker
61*c8dee2aaSAndroid Build Coastguard Worker int width, height;
62*c8dee2aaSAndroid Build Coastguard Worker size_t size;
63*c8dee2aaSAndroid Build Coastguard Worker SkScalar contrast = SK_GAMMA_CONTRAST;
64*c8dee2aaSAndroid Build Coastguard Worker
65*c8dee2aaSAndroid Build Coastguard Worker size = SkScalerContext::GetGammaLUTSize(contrast, deviceGamma,
66*c8dee2aaSAndroid Build Coastguard Worker &width, &height);
67*c8dee2aaSAndroid Build Coastguard Worker
68*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(kExpectedDistanceAdjustTableSize == height);
69*c8dee2aaSAndroid Build Coastguard Worker SkScalar* table = new SkScalar[height];
70*c8dee2aaSAndroid Build Coastguard Worker
71*c8dee2aaSAndroid Build Coastguard Worker AutoTArray<uint8_t> data((int)size);
72*c8dee2aaSAndroid Build Coastguard Worker if (!SkScalerContext::GetGammaLUTData(contrast, deviceGamma, data.get())) {
73*c8dee2aaSAndroid Build Coastguard Worker // if no valid data is available simply do no adjustment
74*c8dee2aaSAndroid Build Coastguard Worker for (int row = 0; row < height; ++row) {
75*c8dee2aaSAndroid Build Coastguard Worker table[row] = 0;
76*c8dee2aaSAndroid Build Coastguard Worker }
77*c8dee2aaSAndroid Build Coastguard Worker return table;
78*c8dee2aaSAndroid Build Coastguard Worker }
79*c8dee2aaSAndroid Build Coastguard Worker
80*c8dee2aaSAndroid Build Coastguard Worker // find the inverse points where we cross 0.5
81*c8dee2aaSAndroid Build Coastguard Worker // binsearch might be better, but we only need to do this once on creation
82*c8dee2aaSAndroid Build Coastguard Worker for (int row = 0; row < height; ++row) {
83*c8dee2aaSAndroid Build Coastguard Worker uint8_t* rowPtr = data.get() + row*width;
84*c8dee2aaSAndroid Build Coastguard Worker for (int col = 0; col < width - 1; ++col) {
85*c8dee2aaSAndroid Build Coastguard Worker if (rowPtr[col] <= 127 && rowPtr[col + 1] >= 128) {
86*c8dee2aaSAndroid Build Coastguard Worker // compute point where a mask value will give us a result of 0.5
87*c8dee2aaSAndroid Build Coastguard Worker float interp = (127.5f - rowPtr[col]) / (rowPtr[col + 1] - rowPtr[col]);
88*c8dee2aaSAndroid Build Coastguard Worker float borderAlpha = (col + interp) / 255.f;
89*c8dee2aaSAndroid Build Coastguard Worker
90*c8dee2aaSAndroid Build Coastguard Worker // compute t value for that alpha
91*c8dee2aaSAndroid Build Coastguard Worker // this is an approximate inverse for smoothstep()
92*c8dee2aaSAndroid Build Coastguard Worker float t = borderAlpha*(borderAlpha*(4.0f*borderAlpha - 6.0f) + 5.0f) / 3.0f;
93*c8dee2aaSAndroid Build Coastguard Worker
94*c8dee2aaSAndroid Build Coastguard Worker // compute distance which gives us that t value
95*c8dee2aaSAndroid Build Coastguard Worker const float kDistanceFieldAAFactor = 0.65f; // should match SK_DistanceFieldAAFactor
96*c8dee2aaSAndroid Build Coastguard Worker float d = 2.0f*kDistanceFieldAAFactor*t - kDistanceFieldAAFactor;
97*c8dee2aaSAndroid Build Coastguard Worker
98*c8dee2aaSAndroid Build Coastguard Worker table[row] = d;
99*c8dee2aaSAndroid Build Coastguard Worker break;
100*c8dee2aaSAndroid Build Coastguard Worker }
101*c8dee2aaSAndroid Build Coastguard Worker }
102*c8dee2aaSAndroid Build Coastguard Worker }
103*c8dee2aaSAndroid Build Coastguard Worker
104*c8dee2aaSAndroid Build Coastguard Worker return table;
105*c8dee2aaSAndroid Build Coastguard Worker }
106*c8dee2aaSAndroid Build Coastguard Worker
Get()107*c8dee2aaSAndroid Build Coastguard Worker const DistanceFieldAdjustTable* DistanceFieldAdjustTable::Get() {
108*c8dee2aaSAndroid Build Coastguard Worker static const SkNoDestructor<DistanceFieldAdjustTable> dfat;
109*c8dee2aaSAndroid Build Coastguard Worker return dfat.get();
110*c8dee2aaSAndroid Build Coastguard Worker }
111*c8dee2aaSAndroid Build Coastguard Worker
DistanceFieldAdjustTable()112*c8dee2aaSAndroid Build Coastguard Worker DistanceFieldAdjustTable::DistanceFieldAdjustTable() {
113*c8dee2aaSAndroid Build Coastguard Worker fTable = build_distance_adjust_table(SK_GAMMA_EXPONENT);
114*c8dee2aaSAndroid Build Coastguard Worker fGammaCorrectTable = build_distance_adjust_table(SK_Scalar1);
115*c8dee2aaSAndroid Build Coastguard Worker }
116*c8dee2aaSAndroid Build Coastguard Worker
117*c8dee2aaSAndroid Build Coastguard Worker } // namespace sktext::gpu
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