зеркало из https://github.com/mozilla/moz-skia.git
279 строки
12 KiB
C++
279 строки
12 KiB
C++
/*
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* Copyright 2013 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm.h"
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#include "SkBlurMask.h"
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#include "SkBlurMaskFilter.h"
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#include "SkCanvas.h"
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#if SK_SUPPORT_GPU
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#include "GrContext.h"
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#endif
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// Create a black&white checked texture with 2 1-pixel rings
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// around the outside edge. The inner ring is red and the outer ring is blue.
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static void make_ringed_bitmap(SkBitmap* result, int width, int height) {
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SkASSERT(0 == width % 2 && 0 == height % 2);
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static const SkPMColor kRed = SkPreMultiplyColor(SK_ColorRED);
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static const SkPMColor kBlue = SkPreMultiplyColor(SK_ColorBLUE);
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static const SkPMColor kBlack = SkPreMultiplyColor(SK_ColorBLACK);
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static const SkPMColor kWhite = SkPreMultiplyColor(SK_ColorWHITE);
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result->allocN32Pixels(width, height, true);
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SkPMColor* scanline = result->getAddr32(0, 0);
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for (int x = 0; x < width; ++x) {
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scanline[x] = kBlue;
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}
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scanline = result->getAddr32(0, 1);
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scanline[0] = kBlue;
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for (int x = 1; x < width - 1; ++x) {
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scanline[x] = kRed;
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}
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scanline[width-1] = kBlue;
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for (int y = 2; y < height/2; ++y) {
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scanline = result->getAddr32(0, y);
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scanline[0] = kBlue;
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scanline[1] = kRed;
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for (int x = 2; x < width/2; ++x) {
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scanline[x] = kBlack;
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}
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for (int x = width/2; x < width-2; ++x) {
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scanline[x] = kWhite;
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}
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scanline[width-2] = kRed;
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scanline[width-1] = kBlue;
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}
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for (int y = height/2; y < height-2; ++y) {
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scanline = result->getAddr32(0, y);
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scanline[0] = kBlue;
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scanline[1] = kRed;
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for (int x = 2; x < width/2; ++x) {
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scanline[x] = kWhite;
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}
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for (int x = width/2; x < width-2; ++x) {
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scanline[x] = kBlack;
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}
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scanline[width-2] = kRed;
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scanline[width-1] = kBlue;
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}
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scanline = result->getAddr32(0, height-2);
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scanline[0] = kBlue;
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for (int x = 1; x < width - 1; ++x) {
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scanline[x] = kRed;
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}
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scanline[width-1] = kBlue;
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scanline = result->getAddr32(0, height-1);
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for (int x = 0; x < width; ++x) {
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scanline[x] = kBlue;
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}
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result->setImmutable();
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}
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// This GM exercises the drawBitmapRectToRect "bleed" flag
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class BleedGM : public skiagm::GM {
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public:
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BleedGM() {}
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protected:
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virtual SkString onShortName() SK_OVERRIDE {
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return SkString("bleed");
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}
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virtual SkISize onISize() SK_OVERRIDE {
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return SkISize::Make(kWidth, 780);
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}
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virtual void onOnceBeforeDraw() SK_OVERRIDE {
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make_ringed_bitmap(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize);
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// To exercise the GPU's tiling path we need a texture
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// too big for the GPU to handle in one go
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make_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize);
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}
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// Draw only the center of the small bitmap
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void drawCase1(SkCanvas* canvas, int transX, int transY,
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SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
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SkRect src = SkRect::MakeXYWH(2, 2,
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SkIntToScalar(kSmallTextureSize-4),
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SkIntToScalar(kSmallTextureSize-4));
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SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterLevel(filter);
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canvas->save();
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canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
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canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags);
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canvas->restore();
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}
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// Draw almost all of the large bitmap
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void drawCase2(SkCanvas* canvas, int transX, int transY,
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SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
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SkRect src = SkRect::MakeXYWH(2, 2,
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SkIntToScalar(fBitmapBig.width()-4),
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SkIntToScalar(fBitmapBig.height()-4));
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SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterLevel(filter);
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canvas->save();
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canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
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canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags);
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canvas->restore();
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}
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// Draw ~1/4 of the large bitmap
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void drawCase3(SkCanvas* canvas, int transX, int transY,
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SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
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SkRect src = SkRect::MakeXYWH(2, 2,
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SkIntToScalar(fBitmapBig.width()/2-2),
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SkIntToScalar(fBitmapBig.height()/2-2));
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SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterLevel(filter);
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canvas->save();
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canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
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canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags);
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canvas->restore();
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}
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// Draw the center of the small bitmap with a mask filter
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void drawCase4(SkCanvas* canvas, int transX, int transY,
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SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
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SkRect src = SkRect::MakeXYWH(2, 2,
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SkIntToScalar(kSmallTextureSize-4),
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SkIntToScalar(kSmallTextureSize-4));
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SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterLevel(filter);
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SkMaskFilter* mf = SkBlurMaskFilter::Create(SkBlurMaskFilter::kNormal_BlurStyle,
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SkBlurMask::ConvertRadiusToSigma(SkIntToScalar(3)));
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paint.setMaskFilter(mf)->unref();
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canvas->save();
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canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
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canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags);
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canvas->restore();
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}
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virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
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canvas->clear(SK_ColorGRAY);
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for (int m = 0; m < 2; ++m) {
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canvas->save();
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if (m) {
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static const SkScalar kBottom = SkIntToScalar(kRow3Y + kBlockSize + kBlockSpacing);
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canvas->translate(0, kBottom);
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SkMatrix rotate;
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rotate.setRotate(15.f, 0, kBottom + kBlockSpacing);
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canvas->concat(rotate);
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canvas->scale(0.71f, 1.22f);
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}
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// First draw a column with no bleeding, tiling, or filtering
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this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
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this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
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this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
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this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
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// Then draw a column with no bleeding or tiling but with low filtering
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this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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// Then draw a column with no bleeding or tiling but with high filtering
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this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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#if SK_SUPPORT_GPU
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GrContext* ctx = canvas->getGrContext();
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int oldMaxTextureSize = 0;
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if (NULL != ctx) {
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// shrink the max texture size so all our textures can be reasonably sized
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oldMaxTextureSize = ctx->getMaxTextureSize();
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ctx->setMaxTextureSizeOverride(kMaxTextureSize);
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}
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#endif
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// Then draw a column with no bleeding but with tiling and low filtering
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this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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// Then draw a column with no bleeding but with tiling and high filtering
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this->drawCase1(canvas, kCol4X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase2(canvas, kCol4X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase3(canvas, kCol4X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase4(canvas, kCol4X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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// Then draw a column with bleeding, tiling, and low filtering
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this->drawCase1(canvas, kCol5X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase2(canvas, kCol5X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase3(canvas, kCol5X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase4(canvas, kCol5X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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// Finally draw a column with bleeding, tiling, and high filtering
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this->drawCase1(canvas, kCol6X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase2(canvas, kCol6X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase3(canvas, kCol6X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase4(canvas, kCol6X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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#if SK_SUPPORT_GPU
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if (NULL != ctx) {
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ctx->setMaxTextureSizeOverride(oldMaxTextureSize);
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}
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#endif
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canvas->restore();
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}
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}
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private:
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static const int kBlockSize = 70;
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static const int kBlockSpacing = 5;
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static const int kCol0X = kBlockSpacing;
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static const int kCol1X = 2*kBlockSpacing + kBlockSize;
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static const int kCol2X = 3*kBlockSpacing + 2*kBlockSize;
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static const int kCol3X = 4*kBlockSpacing + 3*kBlockSize;
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static const int kCol4X = 5*kBlockSpacing + 4*kBlockSize;
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static const int kCol5X = 6*kBlockSpacing + 5*kBlockSize;
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static const int kCol6X = 7*kBlockSpacing + 6*kBlockSize;
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static const int kWidth = 8*kBlockSpacing + 7*kBlockSize;
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static const int kRow0Y = kBlockSpacing;
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static const int kRow1Y = 2*kBlockSpacing + kBlockSize;
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static const int kRow2Y = 3*kBlockSpacing + 2*kBlockSize;
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static const int kRow3Y = 4*kBlockSpacing + 3*kBlockSize;
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static const int kSmallTextureSize = 6;
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static const int kMaxTextureSize = 32;
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SkBitmap fBitmapSmall;
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SkBitmap fBitmapBig;
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typedef GM INHERITED;
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};
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DEF_GM( return new BleedGM(); )
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