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Example 66 with Allocation

use of android.renderscript.Allocation in project Lazy by l123456789jy.

the class BitmapUtil method blur.

/**
 * Apply a blur to a Bitmap
 *
 * @param context    Application context
 * @param sentBitmap Bitmap to be converted
 * @param radius     Desired Radius, 0 < r < 25
 * @return a copy of the image with a blur
 */
@SuppressLint("InlinedApi")
public static Bitmap blur(Context context, Bitmap sentBitmap, int radius) {
    if (radius < 0) {
        radius = 0;
        if (DEBUG) {
        }
    } else if (radius > 25) {
        radius = 25;
        if (DEBUG) {
        }
    }
    if (Build.VERSION.SDK_INT > 16) {
        Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
        final RenderScript rs = RenderScript.create(context);
        final Allocation input = Allocation.createFromBitmap(rs, sentBitmap, Allocation.MipmapControl.MIPMAP_NONE, Allocation.USAGE_SCRIPT);
        final Allocation output = Allocation.createTyped(rs, input.getType());
        final ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
        script.setRadius(radius);
        script.setInput(input);
        script.forEach(output);
        output.copyTo(bitmap);
        return bitmap;
    }
    // Stack Blur v1.0 from
    // http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html
    // 
    // Java Author: Mario Klingemann <mario at quasimondo.com>
    // http://incubator.quasimondo.com
    // created Feburary 29, 2004
    // Android port : Yahel Bouaziz <yahel at kayenko.com>
    // http://www.kayenko.com
    // ported april 5th, 2012
    // This is a compromise between Gaussian Blur and Box blur
    // It creates much better looking blurs than Box Blur, but is
    // 7x faster than my Gaussian Blur implementation.
    // 
    // I called it Stack Blur because this describes best how this
    // filter works internally: it creates a kind of moving stack
    // of colors whilst scanning through the image. Thereby it
    // just has to add one new block of color to the right side
    // of the stack and remove the leftmost color. The remaining
    // colors on the topmost layer of the stack are either added on
    // or reduced by one, depending on if they are on the right or
    // on the left side of the stack.
    // 
    // If you are using this algorithm in your code please add
    // the following line:
    // 
    // Stack Blur Algorithm by Mario Klingemann <mario@quasimondo.com>
    Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
    if (radius < 1) {
        return (null);
    }
    int w = bitmap.getWidth();
    int h = bitmap.getHeight();
    int[] pix = new int[w * h];
    Log.e("pix", w + " " + h + " " + pix.length);
    bitmap.getPixels(pix, 0, w, 0, 0, w, h);
    int wm = w - 1;
    int hm = h - 1;
    int wh = w * h;
    int div = radius + radius + 1;
    int[] r = new int[wh];
    int[] g = new int[wh];
    int[] b = new int[wh];
    int rsum, gsum, bsum, x, y, i, p, yp, yi, yw;
    int[] vmin = new int[Math.max(w, h)];
    int divsum = (div + 1) >> 1;
    divsum *= divsum;
    int[] dv = new int[256 * divsum];
    for (i = 0; i < 256 * divsum; i++) {
        dv[i] = (i / divsum);
    }
    yw = yi = 0;
    int[][] stack = new int[div][3];
    int stackpointer;
    int stackstart;
    int[] sir;
    int rbs;
    int r1 = radius + 1;
    int routsum, goutsum, boutsum;
    int rinsum, ginsum, binsum;
    for (y = 0; y < h; y++) {
        rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
        for (i = -radius; i <= radius; i++) {
            p = pix[yi + Math.min(wm, Math.max(i, 0))];
            sir = stack[i + radius];
            sir[0] = (p & 0xff0000) >> 16;
            sir[1] = (p & 0x00ff00) >> 8;
            sir[2] = (p & 0x0000ff);
            rbs = r1 - Math.abs(i);
            rsum += sir[0] * rbs;
            gsum += sir[1] * rbs;
            bsum += sir[2] * rbs;
            if (i > 0) {
                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];
            } else {
                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];
            }
        }
        stackpointer = radius;
        for (x = 0; x < w; x++) {
            r[yi] = dv[rsum];
            g[yi] = dv[gsum];
            b[yi] = dv[bsum];
            rsum -= routsum;
            gsum -= goutsum;
            bsum -= boutsum;
            stackstart = stackpointer - radius + div;
            sir = stack[stackstart % div];
            routsum -= sir[0];
            goutsum -= sir[1];
            boutsum -= sir[2];
            if (y == 0) {
                vmin[x] = Math.min(x + radius + 1, wm);
            }
            p = pix[yw + vmin[x]];
            sir[0] = (p & 0xff0000) >> 16;
            sir[1] = (p & 0x00ff00) >> 8;
            sir[2] = (p & 0x0000ff);
            rinsum += sir[0];
            ginsum += sir[1];
            binsum += sir[2];
            rsum += rinsum;
            gsum += ginsum;
            bsum += binsum;
            stackpointer = (stackpointer + 1) % div;
            sir = stack[(stackpointer) % div];
            routsum += sir[0];
            goutsum += sir[1];
            boutsum += sir[2];
            rinsum -= sir[0];
            ginsum -= sir[1];
            binsum -= sir[2];
            yi++;
        }
        yw += w;
    }
    for (x = 0; x < w; x++) {
        rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
        yp = -radius * w;
        for (i = -radius; i <= radius; i++) {
            yi = Math.max(0, yp) + x;
            sir = stack[i + radius];
            sir[0] = r[yi];
            sir[1] = g[yi];
            sir[2] = b[yi];
            rbs = r1 - Math.abs(i);
            rsum += r[yi] * rbs;
            gsum += g[yi] * rbs;
            bsum += b[yi] * rbs;
            if (i > 0) {
                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];
            } else {
                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];
            }
            if (i < hm) {
                yp += w;
            }
        }
        yi = x;
        stackpointer = radius;
        for (y = 0; y < h; y++) {
            // Preserve alpha channel: ( 0xff000000 & pix[yi] )
            pix[yi] = (0xff000000 & pix[yi]) | (dv[rsum] << 16) | (dv[gsum] << 8) | dv[bsum];
            rsum -= routsum;
            gsum -= goutsum;
            bsum -= boutsum;
            stackstart = stackpointer - radius + div;
            sir = stack[stackstart % div];
            routsum -= sir[0];
            goutsum -= sir[1];
            boutsum -= sir[2];
            if (x == 0) {
                vmin[y] = Math.min(y + r1, hm) * w;
            }
            p = x + vmin[y];
            sir[0] = r[p];
            sir[1] = g[p];
            sir[2] = b[p];
            rinsum += sir[0];
            ginsum += sir[1];
            binsum += sir[2];
            rsum += rinsum;
            gsum += ginsum;
            bsum += binsum;
            stackpointer = (stackpointer + 1) % div;
            sir = stack[stackpointer];
            routsum += sir[0];
            goutsum += sir[1];
            boutsum += sir[2];
            rinsum -= sir[0];
            ginsum -= sir[1];
            binsum -= sir[2];
            yi += w;
        }
    }
    Log.e("pix", w + " " + h + " " + pix.length);
    bitmap.setPixels(pix, 0, w, 0, 0, w, h);
    return (bitmap);
}
Also used : Bitmap(android.graphics.Bitmap) RenderScript(android.renderscript.RenderScript) Allocation(android.renderscript.Allocation) ScriptIntrinsicBlur(android.renderscript.ScriptIntrinsicBlur) SuppressLint(android.annotation.SuppressLint) Paint(android.graphics.Paint) SuppressLint(android.annotation.SuppressLint)

Example 67 with Allocation

use of android.renderscript.Allocation in project ActivityAnimationLib by dkmeteor.

the class BlurEffect method apply.

@SuppressLint("NewApi")
public static Bitmap apply(Context context, Bitmap sentBitmap, int radius) {
    if (VERSION.SDK_INT > 16) {
        Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
        final RenderScript rs = RenderScript.create(context);
        final Allocation input = Allocation.createFromBitmap(rs, sentBitmap, Allocation.MipmapControl.MIPMAP_NONE, Allocation.USAGE_SCRIPT);
        final Allocation output = Allocation.createTyped(rs, input.getType());
        final ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
        script.setRadius(radius);
        script.setInput(input);
        script.forEach(output);
        output.copyTo(bitmap);
        return bitmap;
    }
    // Stack Blur v1.0 from
    // http://www.quasimondo.com/StackBlurForCanvas/StackBlurDemo.html
    // 
    // Java Author: Mario Klingemann <mario at quasimondo.com>
    // http://incubator.quasimondo.com
    // created Feburary 29, 2004
    // Android port : Yahel Bouaziz <yahel at kayenko.com>
    // http://www.kayenko.com
    // ported april 5th, 2012
    // This is a compromise between Gaussian Blur and Box blur
    // It creates much better looking blurs than Box Blur, but is
    // 7x faster than my Gaussian Blur implementation.
    // 
    // I called it Stack Blur because this describes best how this
    // filter works internally: it creates a kind of moving stack
    // of colors whilst scanning through the image. Thereby it
    // just has to add one new block of color to the right side
    // of the stack and remove the leftmost color. The remaining
    // colors on the topmost layer of the stack are either added on
    // or reduced by one, depending on if they are on the right or
    // on the left side of the stack.
    // 
    // If you are using this algorithm in your code please add
    // the following line:
    // 
    // Stack Blur Algorithm by Mario Klingemann <mario@quasimondo.com>
    Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
    if (radius < 1) {
        return (null);
    }
    int w = bitmap.getWidth();
    int h = bitmap.getHeight();
    int[] pix = new int[w * h];
    bitmap.getPixels(pix, 0, w, 0, 0, w, h);
    int wm = w - 1;
    int hm = h - 1;
    int wh = w * h;
    int div = radius + radius + 1;
    int[] r = new int[wh];
    int[] g = new int[wh];
    int[] b = new int[wh];
    int rsum, gsum, bsum, x, y, i, p, yp, yi, yw;
    int[] vmin = new int[Math.max(w, h)];
    int divsum = (div + 1) >> 1;
    divsum *= divsum;
    int[] dv = new int[256 * divsum];
    for (i = 0; i < 256 * divsum; i++) {
        dv[i] = (i / divsum);
    }
    yw = yi = 0;
    int[][] stack = new int[div][3];
    int stackpointer;
    int stackstart;
    int[] sir;
    int rbs;
    int r1 = radius + 1;
    int routsum, goutsum, boutsum;
    int rinsum, ginsum, binsum;
    for (y = 0; y < h; y++) {
        rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
        for (i = -radius; i <= radius; i++) {
            p = pix[yi + Math.min(wm, Math.max(i, 0))];
            sir = stack[i + radius];
            sir[0] = (p & 0xff0000) >> 16;
            sir[1] = (p & 0x00ff00) >> 8;
            sir[2] = (p & 0x0000ff);
            rbs = r1 - Math.abs(i);
            rsum += sir[0] * rbs;
            gsum += sir[1] * rbs;
            bsum += sir[2] * rbs;
            if (i > 0) {
                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];
            } else {
                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];
            }
        }
        stackpointer = radius;
        for (x = 0; x < w; x++) {
            r[yi] = dv[rsum];
            g[yi] = dv[gsum];
            b[yi] = dv[bsum];
            rsum -= routsum;
            gsum -= goutsum;
            bsum -= boutsum;
            stackstart = stackpointer - radius + div;
            sir = stack[stackstart % div];
            routsum -= sir[0];
            goutsum -= sir[1];
            boutsum -= sir[2];
            if (y == 0) {
                vmin[x] = Math.min(x + radius + 1, wm);
            }
            p = pix[yw + vmin[x]];
            sir[0] = (p & 0xff0000) >> 16;
            sir[1] = (p & 0x00ff00) >> 8;
            sir[2] = (p & 0x0000ff);
            rinsum += sir[0];
            ginsum += sir[1];
            binsum += sir[2];
            rsum += rinsum;
            gsum += ginsum;
            bsum += binsum;
            stackpointer = (stackpointer + 1) % div;
            sir = stack[(stackpointer) % div];
            routsum += sir[0];
            goutsum += sir[1];
            boutsum += sir[2];
            rinsum -= sir[0];
            ginsum -= sir[1];
            binsum -= sir[2];
            yi++;
        }
        yw += w;
    }
    for (x = 0; x < w; x++) {
        rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
        yp = -radius * w;
        for (i = -radius; i <= radius; i++) {
            yi = Math.max(0, yp) + x;
            sir = stack[i + radius];
            sir[0] = r[yi];
            sir[1] = g[yi];
            sir[2] = b[yi];
            rbs = r1 - Math.abs(i);
            rsum += r[yi] * rbs;
            gsum += g[yi] * rbs;
            bsum += b[yi] * rbs;
            if (i > 0) {
                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];
            } else {
                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];
            }
            if (i < hm) {
                yp += w;
            }
        }
        yi = x;
        stackpointer = radius;
        for (y = 0; y < h; y++) {
            // Preserve alpha channel: ( 0xff000000 & pix[yi] )
            pix[yi] = (0xff000000 & pix[yi]) | (dv[rsum] << 16) | (dv[gsum] << 8) | dv[bsum];
            rsum -= routsum;
            gsum -= goutsum;
            bsum -= boutsum;
            stackstart = stackpointer - radius + div;
            sir = stack[stackstart % div];
            routsum -= sir[0];
            goutsum -= sir[1];
            boutsum -= sir[2];
            if (x == 0) {
                vmin[y] = Math.min(y + r1, hm) * w;
            }
            p = x + vmin[y];
            sir[0] = r[p];
            sir[1] = g[p];
            sir[2] = b[p];
            rinsum += sir[0];
            ginsum += sir[1];
            binsum += sir[2];
            rsum += rinsum;
            gsum += ginsum;
            bsum += binsum;
            stackpointer = (stackpointer + 1) % div;
            sir = stack[stackpointer];
            routsum += sir[0];
            goutsum += sir[1];
            boutsum += sir[2];
            rinsum -= sir[0];
            ginsum -= sir[1];
            binsum -= sir[2];
            yi += w;
        }
    }
    bitmap.setPixels(pix, 0, w, 0, 0, w, h);
    return (bitmap);
}
Also used : Bitmap(android.graphics.Bitmap) RenderScript(android.renderscript.RenderScript) Allocation(android.renderscript.Allocation) ScriptIntrinsicBlur(android.renderscript.ScriptIntrinsicBlur) SuppressLint(android.annotation.SuppressLint) Paint(android.graphics.Paint) SuppressLint(android.annotation.SuppressLint)

Example 68 with Allocation

use of android.renderscript.Allocation in project BlurView by Dimezis.

the class RenderScriptBlur method blur.

/**
 * @param bitmap     bitmap to blur
 * @param blurRadius blur radius (1..25)
 * @return blurred bitmap
 */
@RequiresApi(api = Build.VERSION_CODES.JELLY_BEAN_MR1)
@Override
public final Bitmap blur(Bitmap bitmap, float blurRadius) {
    // Allocation will use the same backing array of pixels as bitmap if created with USAGE_SHARED flag
    Allocation inAllocation = Allocation.createFromBitmap(renderScript, bitmap);
    if (!canReuseAllocation(bitmap)) {
        if (outAllocation != null) {
            outAllocation.destroy();
        }
        outAllocation = Allocation.createTyped(renderScript, inAllocation.getType());
        lastBitmapWidth = bitmap.getWidth();
        lastBitmapHeight = bitmap.getHeight();
    }
    blurScript.setRadius(blurRadius);
    blurScript.setInput(inAllocation);
    // do not use inAllocation in forEach. it will cause visual artifacts on blurred Bitmap
    blurScript.forEach(outAllocation);
    outAllocation.copyTo(bitmap);
    inAllocation.destroy();
    return bitmap;
}
Also used : Allocation(android.renderscript.Allocation) RequiresApi(androidx.annotation.RequiresApi)

Example 69 with Allocation

use of android.renderscript.Allocation in project BlurKit-Android by flurgle.

the class BlurKit method blur.

public Bitmap blur(Bitmap src, int radius) {
    final Allocation input = Allocation.createFromBitmap(rs, src);
    final Allocation output = Allocation.createTyped(rs, input.getType());
    final ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
    script.setRadius(radius);
    script.setInput(input);
    script.forEach(output);
    output.copyTo(src);
    return src;
}
Also used : Allocation(android.renderscript.Allocation) ScriptIntrinsicBlur(android.renderscript.ScriptIntrinsicBlur)

Example 70 with Allocation

use of android.renderscript.Allocation in project 9GAG by stormzhang.

the class Blur method fastblur.

@SuppressLint("NewApi")
public static Bitmap fastblur(Context context, Bitmap sentBitmap, int radius) {
    if (Build.VERSION.SDK_INT > 16) {
        Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
        final RenderScript rs = RenderScript.create(context);
        final Allocation input = Allocation.createFromBitmap(rs, sentBitmap, Allocation.MipmapControl.MIPMAP_NONE, Allocation.USAGE_SCRIPT);
        final Allocation output = Allocation.createTyped(rs, input.getType());
        final ScriptIntrinsicBlur script = ScriptIntrinsicBlur.create(rs, Element.U8_4(rs));
        script.setRadius(radius);
        script.setInput(input);
        script.forEach(output);
        output.copyTo(bitmap);
        return bitmap;
    }
    Bitmap bitmap = sentBitmap.copy(sentBitmap.getConfig(), true);
    if (radius < 1) {
        return (null);
    }
    int w = bitmap.getWidth();
    int h = bitmap.getHeight();
    int[] pix = new int[w * h];
    Log.e("pix", w + " " + h + " " + pix.length);
    bitmap.getPixels(pix, 0, w, 0, 0, w, h);
    int wm = w - 1;
    int hm = h - 1;
    int wh = w * h;
    int div = radius + radius + 1;
    int[] r = new int[wh];
    int[] g = new int[wh];
    int[] b = new int[wh];
    int rsum, gsum, bsum, x, y, i, p, yp, yi, yw;
    int[] vmin = new int[Math.max(w, h)];
    int divsum = (div + 1) >> 1;
    divsum *= divsum;
    int[] dv = new int[256 * divsum];
    for (i = 0; i < 256 * divsum; i++) {
        dv[i] = (i / divsum);
    }
    yw = yi = 0;
    int[][] stack = new int[div][3];
    int stackpointer;
    int stackstart;
    int[] sir;
    int rbs;
    int r1 = radius + 1;
    int routsum, goutsum, boutsum;
    int rinsum, ginsum, binsum;
    for (y = 0; y < h; y++) {
        rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
        for (i = -radius; i <= radius; i++) {
            p = pix[yi + Math.min(wm, Math.max(i, 0))];
            sir = stack[i + radius];
            sir[0] = (p & 0xff0000) >> 16;
            sir[1] = (p & 0x00ff00) >> 8;
            sir[2] = (p & 0x0000ff);
            rbs = r1 - Math.abs(i);
            rsum += sir[0] * rbs;
            gsum += sir[1] * rbs;
            bsum += sir[2] * rbs;
            if (i > 0) {
                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];
            } else {
                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];
            }
        }
        stackpointer = radius;
        for (x = 0; x < w; x++) {
            r[yi] = dv[rsum];
            g[yi] = dv[gsum];
            b[yi] = dv[bsum];
            rsum -= routsum;
            gsum -= goutsum;
            bsum -= boutsum;
            stackstart = stackpointer - radius + div;
            sir = stack[stackstart % div];
            routsum -= sir[0];
            goutsum -= sir[1];
            boutsum -= sir[2];
            if (y == 0) {
                vmin[x] = Math.min(x + radius + 1, wm);
            }
            p = pix[yw + vmin[x]];
            sir[0] = (p & 0xff0000) >> 16;
            sir[1] = (p & 0x00ff00) >> 8;
            sir[2] = (p & 0x0000ff);
            rinsum += sir[0];
            ginsum += sir[1];
            binsum += sir[2];
            rsum += rinsum;
            gsum += ginsum;
            bsum += binsum;
            stackpointer = (stackpointer + 1) % div;
            sir = stack[(stackpointer) % div];
            routsum += sir[0];
            goutsum += sir[1];
            boutsum += sir[2];
            rinsum -= sir[0];
            ginsum -= sir[1];
            binsum -= sir[2];
            yi++;
        }
        yw += w;
    }
    for (x = 0; x < w; x++) {
        rinsum = ginsum = binsum = routsum = goutsum = boutsum = rsum = gsum = bsum = 0;
        yp = -radius * w;
        for (i = -radius; i <= radius; i++) {
            yi = Math.max(0, yp) + x;
            sir = stack[i + radius];
            sir[0] = r[yi];
            sir[1] = g[yi];
            sir[2] = b[yi];
            rbs = r1 - Math.abs(i);
            rsum += r[yi] * rbs;
            gsum += g[yi] * rbs;
            bsum += b[yi] * rbs;
            if (i > 0) {
                rinsum += sir[0];
                ginsum += sir[1];
                binsum += sir[2];
            } else {
                routsum += sir[0];
                goutsum += sir[1];
                boutsum += sir[2];
            }
            if (i < hm) {
                yp += w;
            }
        }
        yi = x;
        stackpointer = radius;
        for (y = 0; y < h; y++) {
            // Preserve alpha channel: ( 0xff000000 & pix[yi] )
            pix[yi] = (0xff000000 & pix[yi]) | (dv[rsum] << 16) | (dv[gsum] << 8) | dv[bsum];
            rsum -= routsum;
            gsum -= goutsum;
            bsum -= boutsum;
            stackstart = stackpointer - radius + div;
            sir = stack[stackstart % div];
            routsum -= sir[0];
            goutsum -= sir[1];
            boutsum -= sir[2];
            if (x == 0) {
                vmin[y] = Math.min(y + r1, hm) * w;
            }
            p = x + vmin[y];
            sir[0] = r[p];
            sir[1] = g[p];
            sir[2] = b[p];
            rinsum += sir[0];
            ginsum += sir[1];
            binsum += sir[2];
            rsum += rinsum;
            gsum += ginsum;
            bsum += binsum;
            stackpointer = (stackpointer + 1) % div;
            sir = stack[stackpointer];
            routsum += sir[0];
            goutsum += sir[1];
            boutsum += sir[2];
            rinsum -= sir[0];
            ginsum -= sir[1];
            binsum -= sir[2];
            yi += w;
        }
    }
    Log.e("pix", w + " " + h + " " + pix.length);
    bitmap.setPixels(pix, 0, w, 0, 0, w, h);
    return (bitmap);
}
Also used : Bitmap(android.graphics.Bitmap) RenderScript(android.renderscript.RenderScript) Allocation(android.renderscript.Allocation) ScriptIntrinsicBlur(android.renderscript.ScriptIntrinsicBlur) SuppressLint(android.annotation.SuppressLint) SuppressLint(android.annotation.SuppressLint)

Aggregations

Allocation (android.renderscript.Allocation)71 Bitmap (android.graphics.Bitmap)42 RenderScript (android.renderscript.RenderScript)42 ScriptIntrinsicBlur (android.renderscript.ScriptIntrinsicBlur)41 SuppressLint (android.annotation.SuppressLint)14 RequiresApi (android.support.annotation.RequiresApi)14 TargetApi (android.annotation.TargetApi)10 Type (android.renderscript.Type)6 SdkConstantType (android.annotation.SdkConstant.SdkConstantType)5 Paint (android.graphics.Paint)4 BitmapDrawable (android.graphics.drawable.BitmapDrawable)4 BitmapFactory (android.graphics.BitmapFactory)3 ByteArrayInputStream (java.io.ByteArrayInputStream)3 ByteArrayOutputStream (java.io.ByteArrayOutputStream)3 Canvas (android.graphics.Canvas)2 Point (android.graphics.Point)2 Element (android.renderscript.Element)2 Script (android.renderscript.Script)2 RequiresApi (androidx.annotation.RequiresApi)2 ArrayList (java.util.ArrayList)2