diff --git a/lottie/src/main/java/com/airbnb/lottie/utils/FastBlur.java b/lottie/src/main/java/com/airbnb/lottie/utils/FastBlur.java index e0e03b695a..7590f71df1 100644 --- a/lottie/src/main/java/com/airbnb/lottie/utils/FastBlur.java +++ b/lottie/src/main/java/com/airbnb/lottie/utils/FastBlur.java @@ -3,11 +3,31 @@ import android.graphics.Bitmap; import android.graphics.Rect; -import java.nio.ByteBuffer; import java.nio.IntBuffer; +/** + * A reasonably fast box blur implementation on the CPU. + *
+ * Used as a fallback to approximate Gausisan blur when the RenderEffect + * API is not available, and the file requests that a precomp or image + * layer are blurred. + *
+ * The blur works by keeping a moving average of the last k pixels and + * writing that average to the output. It performs a horizontal then + * vertical pass. This gives it a complexity of O(wh) --- in particular, + * it iterates through all pixels twice. Anything asymptotically slower + * than this would be infeasible to run on a device. + *
+ * As an additional optimization, we try to skip runs of the same color + * and avoid writing to the output for these pixels. Lotties often + * have large areas of single-color fills, so this helps performance + * in these cases. + *
+ * The runtime seems to be sensitive to function calls and does not + * appear to inline them, so some parts of functions are repeated instead + * of abstracted, for performance. + */ public class FastBlur { - private IntBuffer buf1; private IntBuffer buf2; @@ -25,6 +45,11 @@ private void ensureCapacity(Bitmap image) { buf2.rewind(); } + /** + * Initializes the accumulator for the given row of the image. The left + * half of the kernel is all clamped, which is why we first accumulate + * the leftmost pixel radius + 1 times. + */ private void initialAccumulateHorizontal(int[] src, int[] sumsByChannel, int rowStart, int radius) { int startVal = src[rowStart]; int startValR = startVal & 0xff; @@ -46,6 +71,12 @@ private void initialAccumulateHorizontal(int[] src, int[] sumsByChannel, int row } } + /** + * A simple, straightforward implementation of a horizontal pass. It + * performs clamping on every iteration. It's used when the width of + * the image is smaller than the kernel size. Otherwise, horizontalPass() + * is used, which skips clamping whenever safe and is slightly faster. + */ private void naiveHorizontalPass(int[] src, int[] dst, int stride, Rect rect, int radius) { int kernelSize = 2 * radius + 1; int[] sumsByChannel = new int[4]; @@ -75,6 +106,7 @@ private void naiveHorizontalPass(int[] src, int[] dst, int stride, Rect rect, in (sumsByChannel[3] / kernelSize << 24) ); + // Quickly skip single-color areas while (dst[base] == newVal && x < width - radius - 1 && src[baseLeft] == src[baseRight]) { @@ -97,6 +129,10 @@ private void naiveHorizontalPass(int[] src, int[] dst, int stride, Rect rect, in } } + /** + * Single horizontal pass: blurs the image in src[] with the radius horizontally + * and writes the result to dst[]. + */ private void horizontalPass(int[] src, int[] dst, int stride, Rect rect, int radius) { int kernelSize = 2 * radius + 1; int[] sumsByChannel = new int[4]; @@ -151,6 +187,7 @@ private void horizontalPass(int[] src, int[] dst, int stride, Rect rect, int rad (sumsByChannel[3] / kernelSize << 24) ); + // Quickly skip single-color areas while (dst[base] == newVal && x < width - radius - 1 && src[baseLeft] == src[baseRight]) { @@ -200,6 +237,11 @@ private void horizontalPass(int[] src, int[] dst, int stride, Rect rect, int rad } } + /** + * Initializes the accumulator for the given column of the image. The top + * half of the kernel is all clamped, which is why we first accumulate + * the topmost pixel radius + 1 times. + */ private void initialAccumulateVertical(int[] src, int[] sumsByChannel, int columnStart, int stride, int radius) { int startVal = src[columnStart]; int startValR = startVal & 0xff; @@ -221,7 +263,11 @@ private void initialAccumulateVertical(int[] src, int[] sumsByChannel, int colum } } - private void verticalPass(int[] src, int[] dst, int stride, Rect rect, int radius) { + /** + * A straightforward implementation of a vertical blur pass. See + * naiveHorizontalPass() for more info. + */ + private void naiveVerticalPass(int[] src, int[] dst, int stride, Rect rect, int radius) { int kernelSize = 2 * radius + 1; int[] sumsByChannel = new int[4]; @@ -238,12 +284,11 @@ private void verticalPass(int[] src, int[] dst, int stride, Rect rect, int radiu int topPixelOffset = (-radius) * stride; int bottomPixelOffset = (radius + 1) * stride; - // Y is clamped to the top int y = 0; - while (y < radius) { + while (y < height) { int base = columnStart + stride * y; - int baseTop = columnStart; - int baseBottom = base + bottomPixelOffset; + int baseTop = Math.max(base + topPixelOffset, columnStart); + int baseBottom = Math.min(base + bottomPixelOffset, lastPixel); int newVal = ( (sumsByChannel[0] / kernelSize) | @@ -252,6 +297,7 @@ private void verticalPass(int[] src, int[] dst, int stride, Rect rect, int radiu (sumsByChannel[3] / kernelSize << 24) ); + // Quickly skip single-color areas while (dst[base] == newVal && y < height - radius - 1 && src[baseTop] == src[baseBottom]) { @@ -262,6 +308,7 @@ private void verticalPass(int[] src, int[] dst, int stride, Rect rect, int radiu } dst[base] = newVal; + int top = src[baseTop]; int bottom = src[baseBottom]; @@ -272,20 +319,43 @@ private void verticalPass(int[] src, int[] dst, int stride, Rect rect, int radiu y++; } + } + } - // Y is not clamped - while (y < height - radius - 1) { + /** + * Single vertical pass: blurs the image in src[] with the radius vertically + * and writes the result to dst[]. + */ + private void verticalPass(int[] src, int[] dst, int stride, Rect rect, int radius) { + int kernelSize = 2 * radius + 1; + int[] sumsByChannel = new int[4]; + + int firstPixel = stride * rect.top + rect.left; + int width = rect.width(); + int height = rect.height(); + for (int x = 0; x < width; x++) { + int columnStart = firstPixel + x; + int lastPixel = columnStart + stride * (height - 1); + + initialAccumulateVertical(src, sumsByChannel, columnStart, stride, radius); + + int topPixelOffset = (-radius) * stride; + int bottomPixelOffset = (radius + 1) * stride; + + int y = 0; + while (y < radius) { int base = columnStart + stride * y; - int baseTop = base + topPixelOffset; + int baseTop = columnStart; int baseBottom = base + bottomPixelOffset; - dst[base] = ( + int newVal = ( (sumsByChannel[0] / kernelSize) | (sumsByChannel[1] / kernelSize << 8) | (sumsByChannel[2] / kernelSize << 16) | (sumsByChannel[3] / kernelSize << 24) ); + dst[base] = newVal; int top = src[baseTop]; int bottom = src[baseBottom]; @@ -297,19 +367,31 @@ private void verticalPass(int[] src, int[] dst, int stride, Rect rect, int radiu y++; } - // Y is clamped to the bottom - while (y < height) { + // Y is not clamped + while (y < height - radius - 1) { int base = columnStart + stride * y; int baseTop = base + topPixelOffset; - int baseBottom = lastPixel; + int baseBottom = base + bottomPixelOffset; - dst[base] = ( + int newVal = ( (sumsByChannel[0] / kernelSize) | (sumsByChannel[1] / kernelSize << 8) | (sumsByChannel[2] / kernelSize << 16) | (sumsByChannel[3] / kernelSize << 24) ); + // Quickly skip single-color areas + while (dst[base] == newVal && + y < height - radius - 1 && + src[baseTop] == src[baseBottom]) { + y++; + base += stride; + baseTop += stride; + baseBottom += stride; + } + + dst[base] = newVal; + int top = src[baseTop]; int bottom = src[baseBottom]; @@ -320,50 +402,20 @@ private void verticalPass(int[] src, int[] dst, int stride, Rect rect, int radiu y++; } - } - } - - private void naiveVerticalPass(int[] src, int[] dst, int stride, Rect rect, int radius) { - int kernelSize = 2 * radius + 1; - int[] sumsByChannel = new int[4]; - - int firstPixel = stride * rect.top + rect.left; - int width = rect.width(); - int height = rect.height(); - for (int x = 0; x < width; x++) { - // Init with the first element only - int columnStart = firstPixel + x; - int lastPixel = columnStart + stride * (height - 1); - initialAccumulateVertical(src, sumsByChannel, columnStart, stride, radius); - - int topPixelOffset = (-radius) * stride; - int bottomPixelOffset = (radius + 1) * stride; - - int y = 0; + // Y is clamped to the bottom while (y < height) { int base = columnStart + stride * y; - int baseTop = Math.max(base + topPixelOffset, columnStart); - int baseBottom = Math.min(base + bottomPixelOffset, lastPixel); + int baseTop = base + topPixelOffset; + int baseBottom = lastPixel; - int newVal = ( + dst[base] = ( (sumsByChannel[0] / kernelSize) | (sumsByChannel[1] / kernelSize << 8) | (sumsByChannel[2] / kernelSize << 16) | (sumsByChannel[3] / kernelSize << 24) ); - while (dst[base] == newVal && - y < height - radius - 1 && - src[baseTop] == src[baseBottom]) { - y++; - base += stride; - baseTop += stride; - baseBottom += stride; - } - - dst[base] = newVal; - int top = src[baseTop]; int bottom = src[baseBottom]; @@ -377,23 +429,37 @@ private void naiveVerticalPass(int[] src, int[] dst, int stride, Rect rect, int } } - void blurPass(int[] src, int[] dst, int byteStride, Rect rect, int radius) { + /** + * Performs a single horizontal + vertical blur pass on the pixels + * in pixelsInOut, overwriting them. Needs a same-size scratch + * buffer, as it performs two passes internally. + */ + void blurPass(int[] pixelsInOut, int[] scratch, int byteStride, Rect rect, int radius) { int kernelSize = 2 * radius - 1; int stride = byteStride / 4; if (rect.width() >= kernelSize) { - horizontalPass(src, dst, stride, rect, radius); + horizontalPass(pixelsInOut, scratch, stride, rect, radius); } else { - naiveHorizontalPass(src, dst, stride, rect, radius); + naiveHorizontalPass(pixelsInOut, scratch, stride, rect, radius); } if (rect.height() >= kernelSize) { - verticalPass(dst, src, stride, rect, radius); + verticalPass(scratch, pixelsInOut, stride, rect, radius); } else { - naiveVerticalPass(dst, src, stride, rect, radius); + naiveVerticalPass(scratch, pixelsInOut, stride, rect, radius); } } + /** + * Performs a box blur on a rectangular region defined by the provided + * Rect of the provided Bitmap. + *
+ * The kernel is a uniform kernel where k_i = 1 / n. Note that this + * results in a more pronounced, anisotropic blur than a true Gaussian + * blur. However, performing a true Gaussian blur is prohibitively + * slow. + */ public void applyBlur(Bitmap image, int radius, Rect rect) { if (radius < 1) { return; @@ -408,7 +474,12 @@ public void applyBlur(Bitmap image, int radius, Rect rect) { int stride = image.getRowBytes(); blurPass(buf1.array(), buf2.array(), stride, rect, radius); - //blurPass(buf1.array(), buf2.array(), stride, rect, radius / 2); + // An alternative here is to apply the blur more than once with + // smaller kernels. The more box blurs are stacked on top of each + // other, the more the final result resembles a true Gaussian blur. + // + // However, this is too slow in the general case, so we would be left + // with only heuristics, which is tricky to get right. image.copyPixelsFromBuffer(buf1); } diff --git a/lottie/src/main/java/com/airbnb/lottie/utils/OffscreenLayer.java b/lottie/src/main/java/com/airbnb/lottie/utils/OffscreenLayer.java index abd7fea06f..aa4e5809c7 100644 --- a/lottie/src/main/java/com/airbnb/lottie/utils/OffscreenLayer.java +++ b/lottie/src/main/java/com/airbnb/lottie/utils/OffscreenLayer.java @@ -46,6 +46,7 @@ public static class ComposeOp { @Nullable public BlendModeCompat blendMode; @Nullable public ColorFilter colorFilter; @Nullable public DropShadow shadow; + /** Blur to apply as returned by BlurKeyframeAnimation::evaluate. */ public float blur; public ComposeOp() { @@ -167,7 +168,7 @@ private RenderStrategy chooseRenderStrategy(Canvas parentCanvas, ComposeOp op) { // Beyond this point, we are sure that we need to render a drop shadow or blur. - if (Build.VERSION.SDK_INT < Build.VERSION_CODES.Q || true) { // { !parentCanvas.isHardwareAccelerated()) { + if (Build.VERSION.SDK_INT < Build.VERSION_CODES.Q || !parentCanvas.isHardwareAccelerated()) { // We don't have support for the RenderNode API, or we're rendering to a software canvas // which doesn't support RenderNodes anyhow. This is the slowest path: render to a bitmap, // add a shadow/blur manually on CPU. @@ -506,7 +507,7 @@ private void renderBitmapShadow(Canvas targetCanvas, DropShadow shadow) { // Draw the image onto the mask layer first. Since the mask layer is ALPHA_8, this discards color information. // Align it so that when drawn in the end, it originates at targetRect.x, targetRect.y // the int casts are very important here - they save us from some slow path for non-integer coords - shadowMaskBitmapCanvas.drawBitmap(bitmap, (int)Math.round(offsetX * pixelScaleX), (int)Math.round(offsetY * pixelScaleY), null); + shadowMaskBitmapCanvas.drawBitmap(bitmap, Math.round(offsetX * pixelScaleX), Math.round(offsetY * pixelScaleY), null); // Prepare the shadow paint. This is the paint that will perform a blur and a tint of the mask if (shadowBlurFilter == null || lastShadowBlurRadius != shadow.getRadius()) {