skia2/gm/bleed.cpp

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/*
* Copyright 2013 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkCanvas.h"
#include "SkBlurMaskFilter.h"
#if SK_SUPPORT_GPU
#include "GrContext.h"
namespace skiagm {
extern GrContext* GetGr();
};
#endif
// Create a black&white checked texture with a 1-pixel red ring
// around the outside edge
static void make_red_ringed_bitmap(SkBitmap* result, int width, int height) {
SkASSERT(0 == width % 2 && 0 == width % 2);
result->setConfig(SkBitmap::kARGB_8888_Config, width, height);
result->allocPixels();
SkAutoLockPixels lock(*result);
SkPMColor* scanline = result->getAddr32(0, 0);
for (int x = 0; x < width; ++x) {
scanline[x] = SK_ColorRED;
}
for (int y = 1; y < height/2; ++y) {
scanline = result->getAddr32(0, y);
scanline[0] = SK_ColorRED;
for (int x = 1; x < width/2; ++x) {
scanline[x] = SK_ColorBLACK;
}
for (int x = width/2; x < width-1; ++x) {
scanline[x] = SK_ColorWHITE;
}
scanline[width-1] = SK_ColorRED;
}
for (int y = height/2; y < height-1; ++y) {
scanline = result->getAddr32(0, y);
scanline[0] = SK_ColorRED;
for (int x = 1; x < width/2; ++x) {
scanline[x] = SK_ColorWHITE;
}
for (int x = width/2; x < width-1; ++x) {
scanline[x] = SK_ColorBLACK;
}
scanline[width-1] = SK_ColorRED;
}
scanline = result->getAddr32(0, height-1);
for (int x = 0; x < width; ++x) {
scanline[x] = SK_ColorRED;
}
result->setIsOpaque(true);
result->setImmutable();
}
// This GM exercises the drawBitmapRectToRect "bleed" flag
class BleedGM : public skiagm::GM {
public:
BleedGM() {}
protected:
virtual SkString onShortName() SK_OVERRIDE {
return SkString("bleed");
}
virtual SkISize onISize() SK_OVERRIDE {
return SkISize::Make(kWidth, kHeight);
}
virtual void onOnceBeforeDraw() SK_OVERRIDE {
make_red_ringed_bitmap(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize);
// To exercise the GPU's tiling path we need a texture
// too big for the GPU to handle in one go
make_red_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize);
}
// Draw only the center of the small bitmap
void drawCase1(SkCanvas* canvas, int transX, int transY,
SkCanvas::DrawBitmapRectFlags flags, bool filter) {
SkRect src = SkRect::MakeXYWH(1, 1,
kSmallTextureSize-2,
kSmallTextureSize-2);
SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
paint.setFilterBitmap(filter);
canvas->save();
canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags);
canvas->restore();
}
// Draw almost all of the large bitmap
void drawCase2(SkCanvas* canvas, int transX, int transY,
SkCanvas::DrawBitmapRectFlags flags, bool filter) {
SkRect src = SkRect::MakeXYWH(1, 1,
SkIntToScalar(fBitmapBig.width()-2),
SkIntToScalar(fBitmapBig.height()-2));
SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
paint.setFilterBitmap(filter);
canvas->save();
canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags);
canvas->restore();
}
// Draw ~1/4 of the large bitmap
void drawCase3(SkCanvas* canvas, int transX, int transY,
SkCanvas::DrawBitmapRectFlags flags, bool filter) {
SkRect src = SkRect::MakeXYWH(1, 1,
SkIntToScalar(fBitmapBig.width()/2-1),
SkIntToScalar(fBitmapBig.height()/2-1));
SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
paint.setFilterBitmap(filter);
canvas->save();
canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags);
canvas->restore();
}
// Draw the center of the small bitmap with a mask filter
void drawCase4(SkCanvas* canvas, int transX, int transY,
SkCanvas::DrawBitmapRectFlags flags, bool filter) {
SkRect src = SkRect::MakeXYWH(1, 1,
kSmallTextureSize-2,
kSmallTextureSize-2);
SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
paint.setFilterBitmap(filter);
SkMaskFilter* mf = SkBlurMaskFilter::Create(SkIntToScalar(3),
SkBlurMaskFilter::kNormal_BlurStyle);
paint.setMaskFilter(mf)->unref();
canvas->save();
canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags);
canvas->restore();
}
virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
canvas->clear(SK_ColorGRAY);
// First draw a column with no bleeding, tiling, or filtering
this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, false);
this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, false);
this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, false);
this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, false);
// Then draw a column with no bleeding or tiling but with filtering
this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
#if SK_SUPPORT_GPU
GrContext* ctx = skiagm::GetGr();
int oldMaxTextureSize = 0;
if (NULL != ctx) {
// shrink the max texture size so all our textures can be reasonably sized
oldMaxTextureSize = ctx->getMaxTextureSize();
ctx->setMaxTextureSizeOverride(kMaxTextureSize);
}
#endif
// Then draw a column with no bleeding but with tiling and filtering
this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
// Finally draw a column with all three (bleeding, tiling, and filtering)
this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
#if SK_SUPPORT_GPU
if (NULL != ctx) {
ctx->setMaxTextureSizeOverride(oldMaxTextureSize);
}
#endif
}
private:
static const int kBlockSize = 90;
static const int kBlockSpacing = 10;
static const int kCol0X = kBlockSpacing;
static const int kCol1X = 2*kBlockSpacing + kBlockSize;
static const int kCol2X = 3*kBlockSpacing + 2*kBlockSize;
static const int kCol3X = 4*kBlockSpacing + 3*kBlockSize;
static const int kWidth = 5*kBlockSpacing + 4*kBlockSize;
static const int kRow0Y = kBlockSpacing;
static const int kRow1Y = 2*kBlockSpacing + kBlockSize;
static const int kRow2Y = 3*kBlockSpacing + 2*kBlockSize;
static const int kRow3Y = 4*kBlockSpacing + 3*kBlockSize;
static const int kHeight = 5*kBlockSpacing + 4*kBlockSize;
static const int kSmallTextureSize = 4;
static const int kMaxTextureSize = 32;
SkBitmap fBitmapSmall;
SkBitmap fBitmapBig;
typedef GM INHERITED;
};
DEF_GM( return new BleedGM(); )