2012-11-16 20:34:37 +00:00
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/*
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* Copyright 2012 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 "SkBitmap.h"
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#include "SkBitmapHeap.h"
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#include "SkColor.h"
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#include "SkFlattenable.h"
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2014-01-30 18:58:24 +00:00
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#include "SkWriteBuffer.h"
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2012-11-16 20:34:37 +00:00
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#include "SkPictureFlat.h"
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#include "SkRefCnt.h"
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#include "SkShader.h"
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#include "Test.h"
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2014-01-02 22:20:49 +00:00
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struct SkShaderTraits {
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2014-01-30 18:58:24 +00:00
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static void flatten(SkWriteBuffer& buffer, const SkShader& shader) {
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2014-01-02 22:20:49 +00:00
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buffer.writeFlattenable(&shader);
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2012-11-16 20:34:37 +00:00
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}
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};
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2014-01-02 22:20:49 +00:00
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typedef SkFlatDictionary<SkShader, SkShaderTraits> FlatDictionary;
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2012-11-16 20:34:37 +00:00
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class SkBitmapHeapTester {
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public:
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static int32_t GetRefCount(const SkBitmapHeapEntry* entry) {
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return entry->fRefCount;
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}
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};
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2013-12-12 21:11:12 +00:00
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DEF_TEST(BitmapHeap, reporter) {
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2012-11-16 20:34:37 +00:00
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// Create a bitmap shader.
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SkBitmap bm;
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bm.setConfig(SkBitmap::kARGB_8888_Config, 2, 2);
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bm.allocPixels();
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bm.eraseColor(SK_ColorRED);
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uint32_t* pixel = bm.getAddr32(1,0);
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*pixel = SK_ColorBLUE;
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SkShader* bitmapShader = SkShader::CreateBitmapShader(bm, SkShader::kRepeat_TileMode,
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SkShader::kRepeat_TileMode);
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SkAutoTUnref<SkShader> aur(bitmapShader);
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// Flatten, storing it in the bitmap heap.
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SkBitmapHeap heap(1, 1);
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SkChunkFlatController controller(1024);
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controller.setBitmapStorage(&heap);
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FlatDictionary dictionary(&controller);
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// Dictionary and heap start off empty.
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REPORTER_ASSERT(reporter, heap.count() == 0);
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REPORTER_ASSERT(reporter, dictionary.count() == 0);
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heap.deferAddingOwners();
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int index = dictionary.find(*bitmapShader);
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heap.endAddingOwnersDeferral(true);
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// The dictionary and heap should now each have one entry.
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REPORTER_ASSERT(reporter, 1 == index);
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REPORTER_ASSERT(reporter, heap.count() == 1);
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REPORTER_ASSERT(reporter, dictionary.count() == 1);
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// The bitmap entry's refcount should be 1, then 0 after release.
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SkBitmapHeapEntry* entry = heap.getEntry(0);
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REPORTER_ASSERT(reporter, SkBitmapHeapTester::GetRefCount(entry) == 1);
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entry->releaseRef();
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REPORTER_ASSERT(reporter, SkBitmapHeapTester::GetRefCount(entry) == 0);
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// Now clear out the heap, after which it should be empty.
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heap.freeMemoryIfPossible(~0U);
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REPORTER_ASSERT(reporter, heap.count() == 0);
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// Now attempt to flatten the shader again.
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heap.deferAddingOwners();
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index = dictionary.find(*bitmapShader);
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heap.endAddingOwnersDeferral(false);
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// The dictionary should report the same index since the new entry is identical.
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// The bitmap heap should contain the bitmap, but with no references.
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REPORTER_ASSERT(reporter, 1 == index);
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REPORTER_ASSERT(reporter, heap.count() == 1);
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REPORTER_ASSERT(reporter, SkBitmapHeapTester::GetRefCount(heap.getEntry(0)) == 0);
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}
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