// Taken from: https://github.com/nodeca/glur /* * The MIT License (MIT) * * Copyright (c) 2014 Andrei Tupitcyn * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ // Calculate Gaussian blur of an image using IIR filter // The method is taken from Intel's white paper and code example attached to it: // https://software.intel.com/en-us/articles/iir-gaussian-blur-filter // -implementation-using-intel-advanced-vector-extensions var a0, a1, a2, a3, b1, b2, left_corner, right_corner; function gaussCoef(sigma) { if (sigma < 0.5) { sigma = 0.5; } var a = Math.exp(0.726 * 0.726) / sigma, g1 = Math.exp(-a), g2 = Math.exp(-2 * a), k = (1 - g1) * (1 - g1) / (1 + 2 * a * g1 - g2); a0 = k; a1 = k * (a - 1) * g1; a2 = k * (a + 1) * g1; a3 = -k * g2; b1 = 2 * g1; b2 = -g2; left_corner = (a0 + a1) / (1 - b1 - b2); right_corner = (a2 + a3) / (1 - b1 - b2); // Attempt to force type to FP32. return new Float32Array([ a0, a1, a2, a3, b1, b2, left_corner, right_corner ]); } function convolveRGBA(src, out, line, coeff, width, height) { // takes src image and writes the blurred and transposed result into out var rgba; var prev_src_r, prev_src_g, prev_src_b, prev_src_a; var curr_src_r, curr_src_g, curr_src_b, curr_src_a; var curr_out_r, curr_out_g, curr_out_b, curr_out_a; var prev_out_r, prev_out_g, prev_out_b, prev_out_a; var prev_prev_out_r, prev_prev_out_g, prev_prev_out_b, prev_prev_out_a; var src_index, out_index, line_index; var i, j; var coeff_a0, coeff_a1, coeff_b1, coeff_b2; for (i = 0; i < height; i++) { src_index = i * width; out_index = i; line_index = 0; // left to right rgba = src[src_index]; prev_src_r = rgba & 0xff; prev_src_g = (rgba >> 8) & 0xff; prev_src_b = (rgba >> 16) & 0xff; prev_src_a = (rgba >> 24) & 0xff; prev_prev_out_r = prev_src_r * coeff[6]; prev_prev_out_g = prev_src_g * coeff[6]; prev_prev_out_b = prev_src_b * coeff[6]; prev_prev_out_a = prev_src_a * coeff[6]; prev_out_r = prev_prev_out_r; prev_out_g = prev_prev_out_g; prev_out_b = prev_prev_out_b; prev_out_a = prev_prev_out_a; coeff_a0 = coeff[0]; coeff_a1 = coeff[1]; coeff_b1 = coeff[4]; coeff_b2 = coeff[5]; for (j = 0; j < width; j++) { rgba = src[src_index]; curr_src_r = rgba & 0xff; curr_src_g = (rgba >> 8) & 0xff; curr_src_b = (rgba >> 16) & 0xff; curr_src_a = (rgba >> 24) & 0xff; curr_out_r = curr_src_r * coeff_a0 + prev_src_r * coeff_a1 + prev_out_r * coeff_b1 + prev_prev_out_r * coeff_b2; curr_out_g = curr_src_g * coeff_a0 + prev_src_g * coeff_a1 + prev_out_g * coeff_b1 + prev_prev_out_g * coeff_b2; curr_out_b = curr_src_b * coeff_a0 + prev_src_b * coeff_a1 + prev_out_b * coeff_b1 + prev_prev_out_b * coeff_b2; curr_out_a = curr_src_a * coeff_a0 + prev_src_a * coeff_a1 + prev_out_a * coeff_b1 + prev_prev_out_a * coeff_b2; prev_prev_out_r = prev_out_r; prev_prev_out_g = prev_out_g; prev_prev_out_b = prev_out_b; prev_prev_out_a = prev_out_a; prev_out_r = curr_out_r; prev_out_g = curr_out_g; prev_out_b = curr_out_b; prev_out_a = curr_out_a; prev_src_r = curr_src_r; prev_src_g = curr_src_g; prev_src_b = curr_src_b; prev_src_a = curr_src_a; line[line_index] = prev_out_r; line[line_index + 1] = prev_out_g; line[line_index + 2] = prev_out_b; line[line_index + 3] = prev_out_a; line_index += 4; src_index++; } src_index--; line_index -= 4; out_index += height * (width - 1); // right to left rgba = src[src_index]; prev_src_r = rgba & 0xff; prev_src_g = (rgba >> 8) & 0xff; prev_src_b = (rgba >> 16) & 0xff; prev_src_a = (rgba >> 24) & 0xff; prev_prev_out_r = prev_src_r * coeff[7]; prev_prev_out_g = prev_src_g * coeff[7]; prev_prev_out_b = prev_src_b * coeff[7]; prev_prev_out_a = prev_src_a * coeff[7]; prev_out_r = prev_prev_out_r; prev_out_g = prev_prev_out_g; prev_out_b = prev_prev_out_b; prev_out_a = prev_prev_out_a; curr_src_r = prev_src_r; curr_src_g = prev_src_g; curr_src_b = prev_src_b; curr_src_a = prev_src_a; coeff_a0 = coeff[2]; coeff_a1 = coeff[3]; for (j = width - 1; j >= 0; j--) { curr_out_r = curr_src_r * coeff_a0 + prev_src_r * coeff_a1 + prev_out_r * coeff_b1 + prev_prev_out_r * coeff_b2; curr_out_g = curr_src_g * coeff_a0 + prev_src_g * coeff_a1 + prev_out_g * coeff_b1 + prev_prev_out_g * coeff_b2; curr_out_b = curr_src_b * coeff_a0 + prev_src_b * coeff_a1 + prev_out_b * coeff_b1 + prev_prev_out_b * coeff_b2; curr_out_a = curr_src_a * coeff_a0 + prev_src_a * coeff_a1 + prev_out_a * coeff_b1 + prev_prev_out_a * coeff_b2; prev_prev_out_r = prev_out_r; prev_prev_out_g = prev_out_g; prev_prev_out_b = prev_out_b; prev_prev_out_a = prev_out_a; prev_out_r = curr_out_r; prev_out_g = curr_out_g; prev_out_b = curr_out_b; prev_out_a = curr_out_a; prev_src_r = curr_src_r; prev_src_g = curr_src_g; prev_src_b = curr_src_b; prev_src_a = curr_src_a; rgba = src[src_index]; curr_src_r = rgba & 0xff; curr_src_g = (rgba >> 8) & 0xff; curr_src_b = (rgba >> 16) & 0xff; curr_src_a = (rgba >> 24) & 0xff; rgba = ((line[line_index] + prev_out_r) << 0) + ((line[line_index + 1] + prev_out_g) << 8) + ((line[line_index + 2] + prev_out_b) << 16) + ((line[line_index + 3] + prev_out_a) << 24); out[out_index] = rgba; src_index--; line_index -= 4; out_index -= height; } } } function blurRGBA(src, width, height, radius) { // Quick exit on zero radius if (!radius) { return; } // Unify input data type, to keep convolver calls isomorphic var src32 = new Uint32Array(src.buffer); var out = new Uint32Array(src32.length), tmp_line = new Float32Array(Math.max(width, height) * 4); var coeff = gaussCoef(radius); convolveRGBA(src32, out, tmp_line, coeff, width, height, radius); convolveRGBA(out, src32, tmp_line, coeff, height, width, radius); } class Benchmark { constructor() { this.width = 800; this.height = 450; this.radius = 15; const randUint32 = (function() { let seed = 49734321; return function() { // Robert Jenkins' 32 bit integer hash function. seed = ((seed + 0x7ed55d16) + (seed << 12)) & 0xffffffff; seed = ((seed ^ 0xc761c23c) ^ (seed >>> 19)) & 0xffffffff; seed = ((seed + 0x165667b1) + (seed << 5)) & 0xffffffff; seed = ((seed + 0xd3a2646c) ^ (seed << 9)) & 0xffffffff; seed = ((seed + 0xfd7046c5) + (seed << 3)) & 0xffffffff; seed = ((seed ^ 0xb55a4f09) ^ (seed >>> 16)) & 0xffffffff; return (seed & 0xfffffff); }; })(); const buffer = new Uint32Array(this.width * this.height); for (let i = 0; i < buffer.length; ++i) buffer[i] = randUint32(); this.buffer = buffer; } runIteration() { blurRGBA(this.buffer, this.width, this.height, this.radius); } }