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 = pass.GetTransientsBuffer();
94 VertexBufferBuilder<VS::PerVertexData> vtx_builder;
95 vtx_builder.AddVertices({
96 {coverage.
origin, input_uvs[0]},
102 {coverage.
origin, input_uvs[0]},
109 auto vtx_buffer = vtx_builder.CreateVertexBuffer(host_buffer);
115 cmd.pipeline = renderer.GetBorderMaskBlurPipeline(options);
116 cmd.BindVertices(vtx_buffer);
117 cmd.stencil_reference = entity.GetStencilDepth();
119 VS::FrameInfo frame_info;
121 entity.GetTransformation();
122 frame_info.texture_sampler_y_coord_scale =
123 input_snapshot->texture->GetYCoordScale();
125 FS::FragInfo frag_info;
126 frag_info.sigma_uv = sigma.Abs() / input_snapshot->texture->GetSize();
127 frag_info.src_factor = src_color_factor;
128 frag_info.inner_blur_factor = inner_blur_factor;
129 frag_info.outer_blur_factor = outer_blur_factor;
131 FS::BindFragInfo(cmd, host_buffer.EmplaceUniform(frag_info));
132 VS::BindFrameInfo(cmd, host_buffer.EmplaceUniform(frame_info));
134 auto sampler = renderer.GetContext()->GetSamplerLibrary()->GetSampler({});
135 FS::BindTextureSampler(cmd, input_snapshot->texture, sampler);
137 return pass.AddCommand(std::move(cmd));
141 [coverage](
const Entity& entity) -> std::optional<Rect> {
148 sub_entity.SetContents(std::move(contents));
149 sub_entity.SetStencilDepth(entity.GetStencilDepth());
150 sub_entity.SetBlendMode(entity.GetBlendMode());
157 const Matrix& effect_transform)
const {
158 if (inputs.empty()) {
162 auto coverage = inputs[0]->GetCoverage(entity);
163 if (!coverage.has_value()) {
166 auto transform = inputs[0]->GetTransform(entity) * effect_transform;
167 auto transformed_blur_vector =
169 transform.TransformDirection(
Vector2(0,
Radius{sigma_y_}.radius)).Abs();
170 auto extent = coverage->
size + transformed_blur_vector * 2;
171 return Rect(coverage->
origin - transformed_blur_vector,
172 Size(extent.x, extent.y));