st-private: split pixel blurring code out
The guts are somewhat complicated, and are potentially reusable for future cairo fallback code. https://bugzilla.gnome.org/show_bug.cgi?id=636976
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@ -422,44 +422,31 @@ calculate_gaussian_kernel (gdouble sigma,
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return ret;
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}
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CoglHandle
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_st_create_shadow_material (StShadow *shadow_spec,
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CoglHandle src_texture)
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static guchar *
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blur_pixels (guchar *pixels_in,
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gint width_in,
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gint height_in,
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gint rowstride_in,
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gdouble blur,
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gint *width_out,
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gint *height_out,
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gint *rowstride_out)
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{
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static CoglHandle shadow_material_template = COGL_INVALID_HANDLE;
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CoglHandle material;
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CoglHandle texture;
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guchar *pixels_in, *pixels_out;
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gint width_in, height_in, rowstride_in;
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gint width_out, height_out, rowstride_out;
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float sigma;
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g_return_val_if_fail (shadow_spec != NULL, COGL_INVALID_HANDLE);
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g_return_val_if_fail (src_texture != COGL_INVALID_HANDLE,
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COGL_INVALID_HANDLE);
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guchar *pixels_out;
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float sigma;
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/* we use an approximation of the sigma - blur radius relationship used
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in Firefox for doing SVG blurs; see
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http://mxr.mozilla.org/mozilla-central/source/gfx/thebes/src/gfxBlur.cpp#280
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*/
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sigma = shadow_spec->blur / 1.9;
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sigma = blur / 1.9;
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width_in = cogl_texture_get_width (src_texture);
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height_in = cogl_texture_get_height (src_texture);
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rowstride_in = (width_in + 3) & ~3;
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pixels_in = g_malloc0 (rowstride_in * height_in);
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cogl_texture_get_data (src_texture, COGL_PIXEL_FORMAT_A_8,
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rowstride_in, pixels_in);
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if ((guint) shadow_spec->blur == 0)
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if ((guint) blur == 0)
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{
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width_out = width_in;
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height_out = height_in;
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rowstride_out = rowstride_in;
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pixels_out = g_memdup (pixels_in, rowstride_out * height_out);
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*width_out = width_in;
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*height_out = height_in;
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*rowstride_out = rowstride_in;
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pixels_out = g_memdup (pixels_in, *rowstride_out * *height_out);
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}
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else
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{
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@ -471,18 +458,18 @@ _st_create_shadow_material (StShadow *shadow_spec,
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n_values = (gint) 5 * sigma;
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half = n_values / 2;
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width_out = width_in + 2 * half;
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height_out = height_in + 2 * half;
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rowstride_out = (width_out + 3) & ~3;
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*width_out = width_in + 2 * half;
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*height_out = height_in + 2 * half;
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*rowstride_out = (*width_out + 3) & ~3;
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pixels_out = g_malloc0 (rowstride_out * height_out);
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line = g_malloc0 (rowstride_out);
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pixels_out = g_malloc0 (*rowstride_out * *height_out);
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line = g_malloc0 (*rowstride_out);
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kernel = calculate_gaussian_kernel (sigma, n_values);
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/* vertical blur */
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for (x_in = 0; x_in < width_in; x_in++)
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for (y_out = 0; y_out < height_out; y_out++)
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for (y_out = 0; y_out < *height_out; y_out++)
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{
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guchar *pixel_in, *pixel_out;
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gint i0, i1;
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@ -496,7 +483,7 @@ _st_create_shadow_material (StShadow *shadow_spec,
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i1 = MIN (height_in + half - y_in, n_values);
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pixel_in = pixels_in + (y_in + i0 - half) * rowstride_in + x_in;
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pixel_out = pixels_out + y_out * rowstride_out + (x_in + half);
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pixel_out = pixels_out + y_out * *rowstride_out + (x_in + half);
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for (i = i0; i < i1; i++)
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{
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@ -506,11 +493,11 @@ _st_create_shadow_material (StShadow *shadow_spec,
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}
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/* horizontal blur */
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for (y_out = 0; y_out < height_out; y_out++)
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for (y_out = 0; y_out < *height_out; y_out++)
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{
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memcpy (line, pixels_out + y_out * rowstride_out, rowstride_out);
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memcpy (line, pixels_out + y_out * *rowstride_out, *rowstride_out);
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for (x_out = 0; x_out < width_out; x_out++)
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for (x_out = 0; x_out < *width_out; x_out++)
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{
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gint i0, i1;
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guchar *pixel_out, *pixel_in;
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@ -519,10 +506,10 @@ _st_create_shadow_material (StShadow *shadow_spec,
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* full i range [0, n_values) so that x is in [0, width_out).
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*/
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i0 = MAX (half - x_out, 0);
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i1 = MIN (width_out + half - x_out, n_values);
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i1 = MIN (*width_out + half - x_out, n_values);
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pixel_in = line + x_out + i0 - half;
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pixel_out = pixels_out + rowstride_out * y_out + x_out;
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pixel_out = pixels_out + *rowstride_out * y_out + x_out;
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*pixel_out = 0;
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for (i = i0; i < i1; i++)
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@ -536,6 +523,39 @@ _st_create_shadow_material (StShadow *shadow_spec,
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g_free (line);
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}
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return pixels_out;
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}
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CoglHandle
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_st_create_shadow_material (StShadow *shadow_spec,
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CoglHandle src_texture)
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{
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static CoglHandle shadow_material_template = COGL_INVALID_HANDLE;
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CoglHandle material;
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CoglHandle texture;
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guchar *pixels_in, *pixels_out;
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gint width_in, height_in, rowstride_in;
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gint width_out, height_out, rowstride_out;
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g_return_val_if_fail (shadow_spec != NULL, COGL_INVALID_HANDLE);
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g_return_val_if_fail (src_texture != COGL_INVALID_HANDLE,
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COGL_INVALID_HANDLE);
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width_in = cogl_texture_get_width (src_texture);
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height_in = cogl_texture_get_height (src_texture);
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rowstride_in = (width_in + 3) & ~3;
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pixels_in = g_malloc0 (rowstride_in * height_in);
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cogl_texture_get_data (src_texture, COGL_PIXEL_FORMAT_A_8,
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rowstride_in, pixels_in);
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pixels_out = blur_pixels (pixels_in, width_in, height_in, rowstride_in,
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shadow_spec->blur,
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&width_out, &height_out, &rowstride_out);
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g_free (pixels_in);
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texture = cogl_texture_new_from_data (width_out,
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height_out,
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COGL_TEXTURE_NONE,
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@ -544,7 +564,6 @@ _st_create_shadow_material (StShadow *shadow_spec,
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rowstride_out,
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pixels_out);
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g_free (pixels_in);
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g_free (pixels_out);
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if (G_UNLIKELY (shadow_material_template == COGL_INVALID_HANDLE))
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