Third (and hopefully final) change to support bleed flag in Ganesh

https://codereview.chromium.org/23172013/



git-svn-id: http://skia.googlecode.com/svn/trunk@10826 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
robertphillips@google.com 2013-08-20 16:51:20 +00:00
parent 9e3074e968
commit 2cc0b47a9b
2 changed files with 66 additions and 31 deletions

View File

@ -7,6 +7,7 @@
#include "gm.h"
#include "SkCanvas.h"
#include "SkBlurMaskFilter.h"
#if SK_SUPPORT_GPU
#include "GrContext.h"
@ -139,6 +140,26 @@ protected:
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);
@ -147,11 +168,13 @@ protected:
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
@ -168,11 +191,13 @@ protected:
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) {
@ -194,7 +219,8 @@ private:
static const int kRow0Y = kBlockSpacing;
static const int kRow1Y = 2*kBlockSpacing + kBlockSize;
static const int kRow2Y = 3*kBlockSpacing + 2*kBlockSize;
static const int kHeight = 4*kBlockSpacing + 3*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;

View File

@ -1086,6 +1086,32 @@ void SkGpuDevice::drawBitmap(const SkDraw& draw,
SkCanvas::kNone_DrawBitmapRectFlag);
}
// This method outsets 'iRect' by 1 all around and then clamps its extents to
// 'clamp'. 'offset' is adjusted to remain positioned over the top-left corner
// of 'iRect' for all possible outsets/clamps.
static inline void clamped_unit_outset_with_offset(SkIRect* iRect, SkPoint* offset,
const SkIRect& clamp) {
iRect->outset(1, 1);
if (iRect->fLeft < clamp.fLeft) {
iRect->fLeft = clamp.fLeft;
} else {
offset->fX -= SK_Scalar1;
}
if (iRect->fTop < clamp.fTop) {
iRect->fTop = clamp.fTop;
} else {
offset->fY -= SK_Scalar1;
}
if (iRect->fRight > clamp.fRight) {
iRect->fRight = clamp.fRight;
}
if (iRect->fBottom > clamp.fBottom) {
iRect->fBottom = clamp.fBottom;
}
}
void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
const SkBitmap& bitmap,
const SkRect* srcRectPtr,
@ -1102,8 +1128,6 @@ void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
}
if (paint.getMaskFilter()){
// TODO: this path needs to be updated to respect the bleed flag
// Convert the bitmap to a shader so that the rect can be drawn
// through drawRect, which supports mask filters.
SkMatrix newM(m);
@ -1112,13 +1136,24 @@ void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
if (NULL != srcRectPtr) {
SkIRect iSrc;
srcRect.roundOut(&iSrc);
SkPoint offset = SkPoint::Make(SkIntToScalar(iSrc.fLeft),
SkIntToScalar(iSrc.fTop));
if (SkCanvas::kBleed_DrawBitmapRectFlag & flags) {
// In bleed mode we want to expand the src rect on all sides
// but stay within the bitmap bounds
SkIRect iClampRect = SkIRect::MakeWH(bitmap.width(), bitmap.height());
clamped_unit_outset_with_offset(&iSrc, &offset, iClampRect);
}
if (!bitmap.extractSubset(&tmp, iSrc)) {
return; // extraction failed
}
bitmapPtr = &tmp;
srcRect.offset(SkIntToScalar(-iSrc.fLeft), SkIntToScalar(-iSrc.fTop));
srcRect.offset(-offset.fX, -offset.fY);
// The source rect has changed so update the matrix
newM.preTranslate(SkIntToScalar(iSrc.fLeft), SkIntToScalar(iSrc.fTop));
newM.preTranslate(offset.fX, offset.fY);
}
SkPaint paintWithTexture(paint);
@ -1178,32 +1213,6 @@ void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
}
}
// This method outsets 'iRect' by 1 all around and then clamps its extents to
// 'clamp'. 'offset' is adjusted to remain positioned over the top-left corner
// of 'iRect' despite the possible outsets/clamps.
static inline void clamped_unit_outset_with_offset(SkIRect* iRect, SkPoint* offset,
const SkIRect& clamp) {
iRect->outset(1, 1);
if (iRect->fLeft < clamp.fLeft) {
iRect->fLeft = clamp.fLeft;
} else {
offset->fX -= SK_Scalar1;
}
if (iRect->fTop < clamp.fTop) {
iRect->fTop = clamp.fTop;
} else {
offset->fY -= SK_Scalar1;
}
if (iRect->fRight > clamp.fRight) {
iRect->fRight = clamp.fRight;
}
if (iRect->fBottom > clamp.fBottom) {
iRect->fBottom = clamp.fBottom;
}
}
// Break 'bitmap' into several tiles to draw it since it has already
// been determined to be too large to fit in VRAM
void SkGpuDevice::drawTiledBitmap(const SkBitmap& bitmap,