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[CP] [Impeller] Limit blur kernel to 1000x1000 pixels (#42154) #42217

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16 changes: 16 additions & 0 deletions impeller/aiks/aiks_unittests.cc
Original file line number Diff line number Diff line change
Expand Up @@ -1951,6 +1951,22 @@ TEST_P(AiksTest, CanRenderTinyOverlappingSubpasses) {
ASSERT_TRUE(OpenPlaygroundHere(canvas.EndRecordingAsPicture()));
}

TEST_P(AiksTest, CanRenderBackdropBlurHugeSigma) {
Canvas canvas;
canvas.DrawCircle({400, 400}, 300, {.color = Color::Green()});
canvas.SaveLayer({.blend_mode = BlendMode::kSource}, std::nullopt,
[](const FilterInput::Ref& input,
const Matrix& effect_transform, bool is_subpass) {
return FilterContents::MakeGaussianBlur(
input, Sigma(999999), Sigma(999999),
FilterContents::BlurStyle::kNormal,
Entity::TileMode::kClamp, effect_transform);
});
canvas.Restore();

ASSERT_TRUE(OpenPlaygroundHere(canvas.EndRecordingAsPicture()));
}

// Regression test for https://github.com/flutter/flutter/issues/126701 .
TEST_P(AiksTest, CanRenderClippedRuntimeEffects) {
if (GetParam() != PlaygroundBackend::kMetal) {
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -98,6 +98,8 @@ std::optional<Entity> DirectionalGaussianBlurFilterContents::RenderFilter(
return std::nullopt;
}

// Limit the kernel size to 1000x1000 pixels, like Skia does.
auto radius = std::min(Radius{blur_sigma_}.radius, 500.0f);
// Input 0 snapshot.

auto input_snapshot = inputs[0]->GetSnapshot(renderer, entity);
Expand All @@ -111,8 +113,6 @@ std::optional<Entity> DirectionalGaussianBlurFilterContents::RenderFilter(
entity.GetStencilDepth()); // No blur to render.
}

auto radius = Radius{blur_sigma_}.radius;

auto transform = entity.GetTransformation() * effect_transform.Basis();
auto transformed_blur_radius =
transform.TransformDirection(blur_direction_ * radius);
Expand Down Expand Up @@ -337,7 +337,7 @@ std::optional<Rect> DirectionalGaussianBlurFilterContents::GetFilterCoverage(

auto transform = inputs[0]->GetTransform(entity) * effect_transform.Basis();
auto transformed_blur_vector =
transform.TransformDirection(blur_direction_* Radius{blur_sigma_}.radius)
transform.TransformDirection(blur_direction_ * Radius{blur_sigma_}.radius)
.Abs();
auto extent = coverage->size + transformed_blur_vector * 2;
return Rect(coverage->origin - transformed_blur_vector,
Expand Down