Bleed cleanup (remove nocolorbleed GM & enable bleed in game bench)

https://codereview.chromium.org/23264014/



git-svn-id: http://skia.googlecode.com/svn/trunk@10853 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
robertphillips@google.com 2013-08-21 16:30:39 +00:00
parent 418ee43f42
commit 3c3c46238d
3 changed files with 2 additions and 80 deletions

View File

@ -207,7 +207,8 @@ protected:
4, verts, uvs, NULL, NULL,
indices, 6, p2);
} else {
canvas->drawBitmapRect(fAtlas, &src, dst, &p);
canvas->drawBitmapRect(fAtlas, &src, dst, &p,
SkCanvas::kBleed_DrawBitmapRectFlag);
}
} else {
canvas->drawBitmapRect(fCheckerboard, NULL, dst, &p);

View File

@ -1,78 +0,0 @@
/*
* Copyright 2011 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"
namespace skiagm {
class NoColorBleedGM : public GM {
public:
NoColorBleedGM() {
this->setBGColor(0xFFDDDDDD);
}
protected:
virtual SkString onShortName() {
return SkString("nocolorbleed");
}
virtual SkISize onISize() {
return make_isize(200, 200);
}
virtual void onDraw(SkCanvas* canvas) {
SkBitmap sprite;
sprite.setConfig(SkBitmap::kARGB_8888_Config, 4, 4, 4*sizeof(SkColor));
const SkColor spriteData[16] = {
SK_ColorBLACK, SK_ColorCYAN, SK_ColorMAGENTA, SK_ColorYELLOW,
SK_ColorBLACK, SK_ColorWHITE, SK_ColorBLACK, SK_ColorRED,
SK_ColorGREEN, SK_ColorBLACK, SK_ColorWHITE, SK_ColorBLUE,
SK_ColorYELLOW, SK_ColorMAGENTA, SK_ColorCYAN, SK_ColorBLACK
};
sprite.allocPixels();
sprite.lockPixels();
SkPMColor* addr = sprite.getAddr32(0, 0);
for (size_t i = 0; i < SK_ARRAY_COUNT(spriteData); ++i) {
addr[i] = SkPreMultiplyColor(spriteData[i]);
}
sprite.unlockPixels();
// We draw a magnified subrect of the sprite
// sample interpolation may cause color bleeding around edges
// the subrect is a pure white area
SkIRect srcRect;
SkRect dstRect;
SkPaint paint;
paint.setFilterBitmap(true);
//First row : full texture with and without filtering
srcRect.setXYWH(0, 0, 4, 4);
dstRect.setXYWH(SkIntToScalar(0), SkIntToScalar(0)
, SkIntToScalar(100), SkIntToScalar(100));
canvas->drawBitmapRect(sprite, &srcRect, dstRect, &paint);
dstRect.setXYWH(SkIntToScalar(100), SkIntToScalar(0)
, SkIntToScalar(100), SkIntToScalar(100));
canvas->drawBitmapRect(sprite, &srcRect, dstRect);
//Second row : sub rect of texture with and without filtering
srcRect.setXYWH(1, 1, 2, 2);
dstRect.setXYWH(SkIntToScalar(25), SkIntToScalar(125)
, SkIntToScalar(50), SkIntToScalar(50));
canvas->drawBitmapRect(sprite, &srcRect, dstRect, &paint);
dstRect.setXYWH(SkIntToScalar(125), SkIntToScalar(125)
, SkIntToScalar(50), SkIntToScalar(50));
canvas->drawBitmapRect(sprite, &srcRect, dstRect);
}
private:
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new NoColorBleedGM; }
static GMRegistry reg(MyFactory);
}

View File

@ -80,7 +80,6 @@
'../gm/morphology.cpp',
'../gm/nested.cpp',
'../gm/ninepatchstretch.cpp',
'../gm/nocolorbleed.cpp',
'../gm/optimizations.cpp',
'../gm/ovals.cpp',
'../gm/patheffects.cpp',