Adjust erf estimation function (#15423)

Release Notes:

- Fixed a (potential) small error in erf estimation. Technically, the
error is negligible.

I am not sure where the current calculation for erf come from and if it
is intended or a simple mistake. However it looks slightly different
from the official calculation, notably
[this](https://en.wikipedia.org/wiki/Error_function#Approximation_with_elementary_functions)
from Wikipedia.

I will add a comment if it is intended.
This commit is contained in:
Son 2024-08-07 22:12:26 +10:00 committed by GitHub
parent 2db2b636f2
commit f24f601e05
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4 changed files with 37 additions and 4 deletions

View file

@ -172,3 +172,7 @@ path = "examples/window_shadow.rs"
[[example]]
name = "input"
path = "examples/input.rs"
[[example]]
name = "shadow"
path = "examples/shadow.rs"

View file

@ -0,0 +1,29 @@
use gpui::*;
struct Shadow {}
impl Render for Shadow {
fn render(&mut self, _cx: &mut ViewContext<Self>) -> impl IntoElement {
div()
.flex()
.bg(rgb(0xffffff))
.size_full()
.justify_center()
.items_center()
.child(div().size_8().shadow_sm())
}
}
fn main() {
App::new().run(|cx: &mut AppContext| {
let bounds = Bounds::centered(None, size(px(300.0), px(300.0)), cx);
cx.open_window(
WindowOptions {
window_bounds: Some(WindowBounds::Windowed(bounds)),
..Default::default()
},
|cx| cx.new_view(|_cx| Shadow {}),
)
.unwrap();
});
}

View file

@ -150,7 +150,7 @@ fn gaussian(x: f32, sigma: f32) -> f32{
fn erf(v: vec2<f32>) -> vec2<f32> {
let s = sign(v);
let a = abs(v);
let r1 = 1.0 + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
let r1 = 1.0 + (0.278393 + (0.230389 + (0.000972 + 0.078108 * a) * a) * a) * a;
let r2 = r1 * r1;
return s - s / (r2 * r2);
}

View file

@ -657,9 +657,9 @@ float gaussian(float x, float sigma) {
float2 erf(float2 x) {
float2 s = sign(x);
float2 a = abs(x);
x = 1. + (0.278393 + (0.230389 + 0.078108 * (a * a)) * a) * a;
x *= x;
return s - s / (x * x);
float2 r1 = 1. + (0.278393 + (0.230389 + (0.000972 + 0.078108 * a) * a) * a) * a;
float2 r2 = r1 * r1;
return s - s / (r2 * r2);
}
float blur_along_x(float x, float y, float sigma, float corner,