fix: Use hash-based block dithering for BW-boundary letterbox fills
Pixel-level Bayer dithering in the 171-254 gray range creates a high-frequency checkerboard in the BW pass that causes e-ink display crosstalk during HALF_REFRESH, washing out cover images. Replace with 2x2 hash-based block dithering for this specific gray range — each block gets a uniform level (2 or 3) via a spatial hash, avoiding single-pixel alternation while approximating the target gray. Standard Bayer dithering remains for all other gray ranges. Also removes all debug instrumentation from the investigation. Co-authored-by: Cursor <cursoragent@cursor.com>
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@@ -70,6 +70,39 @@ uint8_t quantizeBayerDither(int gray, int x, int y) {
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}
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}
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// Check whether a gray value would produce a dithered mix that crosses the
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// level-2 / level-3 boundary. This is the ONLY boundary where some dithered
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// pixels are BLACK (level ≤ 2) and others are WHITE (level 3) in the BW pass,
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// creating a high-frequency checkerboard that causes e-ink display crosstalk
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// and washes out adjacent content during HALF_REFRESH.
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// Gray values 171-254 produce a level-2/level-3 mix via Bayer dithering.
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bool bayerCrossesBwBoundary(uint8_t gray) {
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return gray > 170 && gray < 255;
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}
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// Hash-based block dithering for BW-boundary gray values (171-254).
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// Each blockSize×blockSize pixel block gets a single uniform level (2 or 3),
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// determined by a deterministic spatial hash. The proportion of level-3 blocks
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// approximates the target gray. Unlike Bayer, the pattern is irregular
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// (noise-like), making it much less visually obvious at the same block size.
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// The hash is purely spatial (depends only on x, y, blockSize) so it produces
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// identical levels across BW, LSB, and MSB render passes.
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static constexpr int BW_DITHER_BLOCK = 2;
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uint8_t hashBlockDither(uint8_t avg, int x, int y) {
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const int bx = x / BW_DITHER_BLOCK;
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const int by = y / BW_DITHER_BLOCK;
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// Fast mixing hash (splitmix32-inspired)
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uint32_t h = (uint32_t)bx * 2654435761u ^ (uint32_t)by * 2246822519u;
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h ^= h >> 16;
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h *= 0x45d9f3bu;
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h ^= h >> 16;
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// Proportion of level-3 blocks needed to approximate the target gray
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const float ratio = (avg - 170.0f) / 85.0f;
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const uint32_t threshold = (uint32_t)(ratio * 4294967295.0f);
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return (h < threshold) ? 3 : 2;
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}
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// --- Edge average cache ---
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// Caches the computed edge averages alongside the cover BMP so we don't rescan on every sleep.
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constexpr uint8_t EDGE_CACHE_VERSION = 2;
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@@ -195,7 +228,6 @@ LetterboxFillData computeEdgeAverages(const Bitmap& bitmap, int imgX, int imgY,
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data.avgA = countTop > 0 ? static_cast<uint8_t>(sumTop / countTop) : 128;
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data.avgB = countBot > 0 ? static_cast<uint8_t>(sumBot / countBot) : 128;
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data.valid = true;
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} else if (imgX > 0) {
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// Left/right letterboxing -- compute overall average of first/last EDGE_SAMPLE_DEPTH columns
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data.horizontal = false;
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@@ -230,9 +262,9 @@ LetterboxFillData computeEdgeAverages(const Bitmap& bitmap, int imgX, int imgY,
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data.valid = true;
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}
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bitmap.rewindToData();
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free(outputRow);
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free(rowBytes);
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bitmap.rewindToData();
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return data;
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}
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@@ -245,40 +277,65 @@ void drawLetterboxFill(GfxRenderer& renderer, const LetterboxFillData& data, uin
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const bool isSolid = (fillMode == CrossPointSettings::SLEEP_SCREEN_LETTERBOX_FILL::LETTERBOX_SOLID);
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// For SOLID: snap to nearest e-ink level then convert to 2-bit
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// For DITHERED: use the raw average, Bayer dithering produces the 2-bit level per pixel
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const uint8_t colorA = isSolid ? snapToEinkLevel(data.avgA) : data.avgA;
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const uint8_t colorB = isSolid ? snapToEinkLevel(data.avgB) : data.avgB;
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const uint8_t solidA = colorA / 85; // only used for SOLID
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const uint8_t solidB = colorB / 85;
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// For DITHERED mode with gray values in 171-254 (the level-2/level-3 BW boundary):
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// Pixel-level Bayer dithering creates a regular high-frequency checkerboard in
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// the BW pass that causes e-ink display crosstalk during HALF_REFRESH.
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//
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// Solution: HASH-BASED BLOCK DITHERING. Each 2x2 pixel block gets a single
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// level (2 or 3) determined by a spatial hash, with the proportion of level-3
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// blocks tuned to approximate the target gray. The 2px minimum run avoids BW
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// crosstalk, and the irregular hash pattern is much less visible than a regular
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// Bayer grid at the same block size.
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const bool hashA = !isSolid && bayerCrossesBwBoundary(data.avgA);
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const bool hashB = !isSolid && bayerCrossesBwBoundary(data.avgB);
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// For solid mode: snap to nearest e-ink level
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const uint8_t levelA = isSolid ? snapToEinkLevel(data.avgA) / 85 : 0;
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const uint8_t levelB = isSolid ? snapToEinkLevel(data.avgB) / 85 : 0;
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if (data.horizontal) {
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// Top letterbox
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if (data.letterboxA > 0) {
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for (int y = 0; y < data.letterboxA; y++)
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for (int x = 0; x < renderer.getScreenWidth(); x++)
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renderer.drawPixelGray(x, y, isSolid ? solidA : quantizeBayerDither(colorA, x, y));
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for (int x = 0; x < renderer.getScreenWidth(); x++) {
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uint8_t lv;
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if (isSolid) lv = levelA;
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else if (hashA) lv = hashBlockDither(data.avgA, x, y);
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else lv = quantizeBayerDither(data.avgA, x, y);
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renderer.drawPixelGray(x, y, lv);
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}
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}
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// Bottom letterbox
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if (data.letterboxB > 0) {
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const int start = renderer.getScreenHeight() - data.letterboxB;
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for (int y = start; y < renderer.getScreenHeight(); y++)
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for (int x = 0; x < renderer.getScreenWidth(); x++)
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renderer.drawPixelGray(x, y, isSolid ? solidB : quantizeBayerDither(colorB, x, y));
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for (int x = 0; x < renderer.getScreenWidth(); x++) {
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uint8_t lv;
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if (isSolid) lv = levelB;
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else if (hashB) lv = hashBlockDither(data.avgB, x, y);
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else lv = quantizeBayerDither(data.avgB, x, y);
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renderer.drawPixelGray(x, y, lv);
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}
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}
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} else {
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// Left letterbox
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if (data.letterboxA > 0) {
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for (int x = 0; x < data.letterboxA; x++)
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for (int y = 0; y < renderer.getScreenHeight(); y++)
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renderer.drawPixelGray(x, y, isSolid ? solidA : quantizeBayerDither(colorA, x, y));
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for (int y = 0; y < renderer.getScreenHeight(); y++) {
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uint8_t lv;
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if (isSolid) lv = levelA;
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else if (hashA) lv = hashBlockDither(data.avgA, x, y);
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else lv = quantizeBayerDither(data.avgA, x, y);
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renderer.drawPixelGray(x, y, lv);
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}
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}
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// Right letterbox
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if (data.letterboxB > 0) {
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const int start = renderer.getScreenWidth() - data.letterboxB;
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for (int x = start; x < renderer.getScreenWidth(); x++)
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for (int y = 0; y < renderer.getScreenHeight(); y++)
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renderer.drawPixelGray(x, y, isSolid ? solidB : quantizeBayerDither(colorB, x, y));
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for (int y = 0; y < renderer.getScreenHeight(); y++) {
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uint8_t lv;
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if (isSolid) lv = levelB;
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else if (hashB) lv = hashBlockDither(data.avgB, x, y);
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else lv = quantizeBayerDither(data.avgB, x, y);
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renderer.drawPixelGray(x, y, lv);
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}
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}
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}
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}
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