25 blur_style_ = blur_style;
29 src_color_factor_ =
false;
30 inner_blur_factor_ =
true;
31 outer_blur_factor_ =
true;
34 src_color_factor_ =
true;
35 inner_blur_factor_ =
false;
36 outer_blur_factor_ =
true;
39 src_color_factor_ =
false;
40 inner_blur_factor_ =
false;
41 outer_blur_factor_ =
true;
44 src_color_factor_ =
false;
45 inner_blur_factor_ =
true;
46 outer_blur_factor_ =
false;
51 std::optional<Entity> BorderMaskBlurFilterContents::RenderFilter(
55 const Matrix& effect_transform,
57 const std::optional<Rect>& coverage_hint)
const {
70 inputs[0]->GetSnapshot(
"BorderMaskBlur", renderer, entity);
71 if (!input_snapshot.has_value()) {
75 auto maybe_input_uvs = input_snapshot->GetCoverageUVs(coverage);
76 if (!maybe_input_uvs.has_value()) {
79 auto input_uvs = maybe_input_uvs.value();
86 RenderProc render_proc = [coverage, input_snapshot, input_uvs = input_uvs,
87 src_color_factor = src_color_factor_,
88 inner_blur_factor = inner_blur_factor_,
89 outer_blur_factor = outer_blur_factor_, sigma](
90 const ContentContext& renderer,
91 const Entity& entity, RenderPass& pass) ->
bool {
92 auto& host_buffer = renderer.GetTransientsBuffer();
94 VertexBufferBuilder<VS::PerVertexData> vtx_builder;
97 vtx_builder.AddVertices({
98 {origin, input_uvs[0]},
99 {{origin.x + size.width, origin.y}, input_uvs[1]},
100 {{origin.x, origin.y + size.height}, input_uvs[2]},
101 {{origin.x + size.width, origin.y + size.height}, input_uvs[3]},
107 VS::FrameInfo frame_info;
108 frame_info.mvp = entity.GetShaderTransform(pass);
109 frame_info.texture_sampler_y_coord_scale =
110 input_snapshot->texture->GetYCoordScale();
112 FS::FragInfo frag_info;
113 frag_info.sigma_uv = sigma.Abs() / input_snapshot->texture->GetSize();
114 frag_info.src_factor = src_color_factor;
115 frag_info.inner_blur_factor = inner_blur_factor;
116 frag_info.outer_blur_factor = outer_blur_factor;
118 pass.SetCommandLabel(
"Border Mask Blur Filter");
119 pass.SetPipeline(renderer.GetBorderMaskBlurPipeline(options));
120 pass.SetVertexBuffer(vtx_builder.CreateVertexBuffer(host_buffer));
121 pass.SetStencilReference(entity.GetClipDepth());
123 FS::BindFragInfo(pass, host_buffer.EmplaceUniform(frag_info));
124 VS::BindFrameInfo(pass, host_buffer.EmplaceUniform(frame_info));
126 const std::unique_ptr<const Sampler>& sampler =
127 renderer.GetContext()->GetSamplerLibrary()->GetSampler({});
128 FS::BindTextureSampler(pass, input_snapshot->texture, sampler);
130 return pass.Draw().ok();
134 [coverage](
const Entity& entity) -> std::optional<Rect> {
141 sub_entity.SetContents(std::move(contents));
142 sub_entity.SetClipDepth(entity.GetClipDepth());
143 sub_entity.SetBlendMode(entity.GetBlendMode());
150 const Matrix& effect_transform)
const {
151 if (inputs.empty()) {
155 auto coverage = inputs[0]->GetCoverage(entity);
156 if (!coverage.has_value()) {
159 auto transform = inputs[0]->GetTransform(entity) * effect_transform;
160 auto transformed_blur_vector =
162 transform.TransformDirection(
Vector2(0,
Radius{sigma_y_}.radius)).Abs();
163 return coverage->
Expand(transformed_blur_vector);
167 const Matrix& effect_transform,
168 const Rect& output_limit)
const {
169 auto transformed_blur_vector =
174 return output_limit.
Expand(transformed_blur_vector);