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Diffstat (limited to 'tests/java_api/ImageProcessing2/src/com/android/rs/image/threshold.rscript')
-rw-r--r-- | tests/java_api/ImageProcessing2/src/com/android/rs/image/threshold.rscript | 118 |
1 files changed, 118 insertions, 0 deletions
diff --git a/tests/java_api/ImageProcessing2/src/com/android/rs/image/threshold.rscript b/tests/java_api/ImageProcessing2/src/com/android/rs/image/threshold.rscript new file mode 100644 index 00000000..40d4fa2d --- /dev/null +++ b/tests/java_api/ImageProcessing2/src/com/android/rs/image/threshold.rscript @@ -0,0 +1,118 @@ +/* + * Copyright (C) 2013 The Android Open Source Project + * + * Licensed under the Apache License, Version 2.0 (the "License"); + * you may not use this file except in compliance with the License. + * You may obtain a copy of the License at + * + * http://www.apache.org/licenses/LICENSE-2.0 + * + * Unless required by applicable law or agreed to in writing, software + * distributed under the License is distributed on an "AS IS" BASIS, + * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. + * See the License for the specific language governing permissions and + * limitations under the License. + */ + +#include "ip.rsh" +#pragma rs_fp_relaxed + +int height; +int width; +static int radius; + +rs_allocation InPixel; +rs_allocation ScratchPixel1; +rs_allocation ScratchPixel2; + +const int MAX_RADIUS = 25; + +// Store our coefficients here +static float gaussian[MAX_RADIUS * 2 + 1]; + +void setRadius(int rad) { + radius = rad; + // 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; + for (int 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 (int r = -radius; r <= radius; r ++) { + floatR = (float)r; + gaussian[r + radius] *= normalizeFactor; + } +} + +float4 RS_KERNEL copyIn(uchar4 in) { + return convert_float4(in); +} + +uchar4 RS_KERNEL vert(uint32_t x, uint32_t y) { + float3 blurredPixel = 0; + int gi = 0; + uchar4 out; + if ((y > radius) && (y < (height - radius))) { + for (int r = -radius; r <= radius; r ++) { + float4 i = rsGetElementAt_float4(ScratchPixel2, x, y + r); + blurredPixel += i.xyz * gaussian[gi++]; + } + } else { + for (int r = -radius; r <= radius; r ++) { + int validH = rsClamp((int)y + r, (int)0, (int)(height - 1)); + float4 i = rsGetElementAt_float4(ScratchPixel2, x, validH); + blurredPixel += i.xyz * gaussian[gi++]; + } + } + + out.xyz = convert_uchar3(clamp(blurredPixel, 0.f, 255.f)); + out.w = 0xff; + return out; +} + +float4 RS_KERNEL horz(uint32_t x, uint32_t y) { + float4 blurredPixel = 0; + int gi = 0; + if ((x > radius) && (x < (width - radius))) { + for (int r = -radius; r <= radius; r ++) { + float4 i = rsGetElementAt_float4(ScratchPixel1, x + r, y); + blurredPixel += i * gaussian[gi++]; + } + } else { + for (int r = -radius; r <= radius; r ++) { + // Stepping left and right away from the pixel + int validX = rsClamp((int)x + r, (int)0, (int)(width - 1)); + float4 i = rsGetElementAt_float4(ScratchPixel1, validX, y); + blurredPixel += i * gaussian[gi++]; + } + } + + return blurredPixel; +} + |