blob: bd4ae4eca3b7a3f80934b05793ecfd7dcfc00578 [file] [log] [blame]
#pragma version(1)
#include "ip.rsh"
static float inBlack;
static float outBlack;
static float inWhite;
static float outWhite;
static float3 gamma;
static float saturation;
static float inWMinInB;
static float outWMinOutB;
static float overInWMinInB;
static rs_matrix3x3 colorMat;
void setLevels(float iBlk, float oBlk, float iWht, float oWht) {
inBlack = iBlk;
outBlack = oBlk;
inWhite = iWht;
outWhite = oWht;
inWMinInB = inWhite - inBlack;
outWMinOutB = outWhite - outBlack;
overInWMinInB = 1.f / inWMinInB;
}
void setSaturation(float sat) {
saturation = sat;
// 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);
}
void setGamma(float g) {
gamma = (float3)g;
}
//sliao
extern uchar3 __attribute__((overloadable)) convert2uchar3(float3 xyz);
void root(const void *v_in, void *v_out, const void *usrData, uint32_t x, uint32_t y) {
uchar4 *output = (uchar4 *)v_out;
const FilterStruct *fs = (const FilterStruct *)usrData;
const float4 *input = (const float4 *)rsGetElementAt(fs->ain, x, 0);
float3 blurredPixel = 0;
const float *gPtr = fs->gaussian;
if ((y > fs->radius) && (y < (fs->height - fs->radius))) {
const float4 *i = input + ((y - fs->radius) * fs->width);
for (int r = -fs->radius; r <= fs->radius; r ++) {
blurredPixel += i->xyz * gPtr[0];
gPtr++;
i += fs->width;
}
} else {
for (int r = -fs->radius; r <= fs->radius; r ++) {
int validH = rsClamp(y + r, (uint)0, (uint)(fs->height - 1));
const float4 *i = input + validH * fs->width;
blurredPixel += i->xyz * gPtr[0];
gPtr++;
}
}
float3 temp = rsMatrixMultiply(&colorMat, blurredPixel);
temp = (clamp(temp, 0.f, 255.f) - inBlack) * overInWMinInB;
if (gamma.x != 1.0f)
temp = pow(temp, (float3)gamma);
temp = clamp(temp * outWMinOutB + outBlack, 0.f, 255.f);
output->xyz = convert_uchar3(temp);
//output->w = input->w;
}