Ah, if we only apply it to srcover. I'll take a wack at it.

On Mon, Mar 2, 2009 at 10:22 AM, Eric <[email protected]> wrote:
>
> It would indeed only require the following changes:
>
> in SkColorPriv.h
>
> inline SkPMColor SkPMSrcOver(SkPMColor src, SkPMColor dst) {
>  return src + SkAlphaMulQ(dst, 256 - SkGetPackedA32(src));
> }
>
> and in SkXfermode.cpp
>
> //  kSrcOver_Mode,  //!< [Sa + (1 - Sa)*Da, Sc + (1 - Sa)*Dc]
> static SkPMColor srcover_modeproc(SkPMColor src, SkPMColor dst) {
>  return src + SkAlphaMulQ(dst, 256 - SkGetPackedA32(src));
> }
>
> This would solve the "opaque pixel problem" and it is a bit faster.
>
>
>
> On Feb 28, 12:07 am, pixelflinger <[email protected]> wrote:
>> I think that Eric's point is that it works specifically for that
>> case.
>> The macro is correct in general, but in that specific case (32-bits,
>> premult blending), a different global equation (with +1) would work
>> better.
>> It wouldn't cause artifacts, would be slightly faster and would have
>> the nice property to never make a destination pixel less opaque.
>>
>> mathias
>>
>> On Feb 27, 12:50 pm, [email protected] wrote:
>>
>> > I have also tried the +1 rounding trick, but have seen overflows
>> > (wrapping back to 0) in some modes, since we are asymmetrically
>> > applying the add to only one of the alpha components.
>>
>> > On Feb 27, 10:22 am, Eric <[email protected]> wrote:
>>
>> > > For a great article about this please 
>> > > seehttp://www.stereopsis.com/doubleblend.html
>> > > by Michael Herf (from Picasa)
>>
>> > > For the default blending function it describes an optimized version of
>> > > the one Mike Reed mentions but also the one I referred to which I
>> > > think is the fastest one possible. For this case it does satisfy the
>> > > OpenGL criteria and I imagine for Android that speed is more
>> > > important.
>>
>> > > On Feb 27, 2:05 pm, [email protected] wrote:
>>
>> > > > static inline U8CPU SkMulDiv255Round(U8CPU a, U8CPU b) {
>> > > >     SkASSERT((uint8_t)a == a);
>> > > >     SkASSERT((uint8_t)b == b);
>> > > >     unsigned prod = SkMulS16(a, b) + 128;
>> > > >     return (prod + (prod >> 8)) >> 8;
>>
>> > > > }
>>
>> > > > This is used in some places for blending. I think it has even smaller
>> > > > error than (a + (a >> 7)), though it is slower.
>>
>> > > > On Feb 27, 6:29 am, pixelflinger <[email protected]> wrote:
>>
>> > > > > The problem in the code you pointed to can be improved by rounding 
>> > > > > the
>> > > > > result (add 0x80 before shifting by 8).
>>
>> > > > > result = S + D * (((256 - (A + (A>>7))) + 0x80) >> 8)
>>
>> > > > > What you're proposing is interesting, essentially:
>>
>> > > > > result = S + (D * (256 - A))>>8
>>
>> > > > > Basically, this has a bigger error, but it is biased on the "opaque"
>> > > > > side, so it never causes a pixel to become more transparent. It looks
>> > > > > like it works very well for the premultiplied alpha case above. I'll
>> > > > > put this on the list of stuff to investigate further :-)
>> > > > > Thanks for the feedback.
>>
>> > > > > Mathias
>>
>> > > > > On Feb 27, 1:56 am, Eric <[email protected]> wrote:
>>
>> > > > > > Correct, that is why I mentioned it cannot be used in all cases. 
>> > > > > > The
>> > > > > > fact is that for some PorterDuff modes (see the SrcOver example
>> > > > > > above ) the current implementation with the shift optimization
>> > > > > > produces incorrect results because fully opaque pixels (with alpha
>> > > > > > 255) that should remain fully opaque turn into partially 
>> > > > > > transparent
>> > > > > > pixels (with alpha 254). It is only a very slight difference but it
>> > > > > > can be avoided.
>>
>> > > > > > On Feb 27, 8:52 am, pixelflinger <[email protected]> wrote:
>>
>> > > > > > > Hello,
>>
>> > > > > > > If you compute the errors, that is:
>>
>> > > > > > > a*float(256/255) - (a + (a>>7))
>>
>> > > > > > > and
>>
>> > > > > > > a*float(256/255) - (a + 1)
>>
>> > > > > > > you'll see that the former is a better choice; the maximum error 
>> > > > > > > is
>> > > > > > > smaller (0.5 instead of 1.0)
>>
>> > > > > > > The later is also incorrect per the OpenGL blending specification
>> > > > > > > because it doesn't map "0" to "0" (you're lucky in that specific
>> > > > > > > example, but if you were to dither the result, it wouldn't work).
>>
>> > > > > > > Additionally, doing the actual computation in integer:
>>
>> > > > > > > (a * 256)/255
>>
>> > > > > > > will give you the same result than with the equation used in 
>> > > > > > > skia.
>>
>> > > > > > > Mathias
>>
>> > > > > > > On Feb 26, 11:04 am, Eric <[email protected]> wrote:
>>
>> > > > > > > > When using some of the PorterDuff modes in the Android SDK 
>> > > > > > > > incorrect
>> > > > > > > > alpha values are produced. For example the following:
>>
>> > > > > > > > Bitmap bitmap = Bitmap.createBitmap(100, 100,
>> > > > > > > > Bitmap.Config.ARGB_8888);
>> > > > > > > > bitmap.eraseColor(0xff000000); // Black with alpha 255
>> > > > > > > > Canvas canvas = new Canvas(bitmap);
>> > > > > > > > canvas.drawColor(0x80000000, PorterDuff.Mode.SRC_OVER);  // 
>> > > > > > > > Black with
>> > > > > > > > alpha 128
>>
>> > > > > > > > results in 0xfe000000 so an alpha value of 254 instead of 255
>>
>> > > > > > > > After some digging in the source code I traced it back to 
>> > > > > > > > incorrect
>> > > > > > > > use of SkAlpha255To256 defined in
>>
>> > > > > > > > platform/external/skia.git/include/core/SkColorPriv.h
>>
>> > > > > > > > 34 static inline unsigned SkAlpha255To256(U8CPU alpha) {
>> > > > > > > > 35     SkASSERT(SkToU8(alpha) == alpha);
>> > > > > > > > 36     return alpha + (alpha >> 7);
>> > > > > > > > 37 }
>>
>> > > > > > > > It is frequently used in the PorterDuff blending functions, 
>> > > > > > > > below is
>> > > > > > > > SRC_OVER from:
>>
>> > > > > > > > platform/external/skia.git/src/core/SkXfermode.cpp
>>
>> > > > > > > > 347 //  kSrcOver_Mode,  //!< [Sa + (1 - Sa)*Da, Sc + (1 - 
>> > > > > > > > Sa)*Dc]
>> > > > > > > > 348 static SkPMColor srcover_modeproc(SkPMColor src, SkPMColor 
>> > > > > > > > dst) {
>> > > > > > > > 349     return src + SkAlphaMulQ(dst, SkAlpha255To256(255 -
>> > > > > > > > SkGetPackedA32(src)));
>> > > > > > > > 350 }
>>
>> > > > > > > > Running the above numbers for alpha it produces 128 + (255 * 
>> > > > > > > > 127) >> 8
>> > > > > > > > = 254. Doing it without the shift optimization returns 128 + 
>> > > > > > > > (255 *
>> > > > > > > > 127) / 255 = 255.
>>
>> > > > > > > > Fro some of these functions (not all) it would be better to 
>> > > > > > > > use a
>> > > > > > > > SkAlpha255To256 defined as
>>
>> > > > > > > > static inline unsigned SkAlpha255To256(U8CPU alpha) {
>> > > > > > > >      SkASSERT(SkToU8(alpha) == alpha);
>> > > > > > > >      return alpha + 1;
>>
>> > > > > > > > }
>>
>> > > > > > > > which is not 100% accurate either but you can still use the 
>> > > > > > > > shift
>> > > > > > > > trick and it does produce correct result when alpha is 0 and 
>> > > > > > > > when
>> > > > > > > > alpha is 255. Any thoughts?
>>
>>
> >
>

--~--~---------~--~----~------------~-------~--~----~
You received this message because you are subscribed to the Google Groups 
"android-framework" group.
To post to this group, send email to [email protected]
To unsubscribe from this group, send email to 
[email protected]
For more options, visit this group at 
http://groups.google.com/group/android-framework?hl=en
-~----------~----~----~----~------~----~------~--~---

Reply via email to