Split radial_gradients2 GM into two to reproduce its bug.
Android HW rendering seems to be taking the premul-first path, while Skia takes the interpolate-first path (both SW and HW). BUG= R=reed@google.com Review URL: https://codereview.chromium.org/23637008 git-svn-id: http://skia.googlecode.com/svn/trunk@11284 2bbb7eff-a529-9590-31e7-b0007b416f81
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@ -367,7 +367,7 @@ public:
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protected:
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SkString onShortName() { return SkString("radial_gradient2"); }
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virtual SkISize onISize() { return make_isize(400, 400); }
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virtual SkISize onISize() { return make_isize(800, 400); }
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void drawBG(SkCanvas* canvas) {
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canvas->drawColor(0xFF000000);
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}
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@ -388,24 +388,35 @@ protected:
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SkPoint center;
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center.set(cx, cy);
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SkAutoTUnref<SkShader> sweep(
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SkGradientShader::CreateSweep(cx, cy, sweep_colors,
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NULL, SK_ARRAY_COUNT(sweep_colors)));
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SkAutoTUnref<SkShader> radial1(
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SkGradientShader::CreateRadial(center, radius, colors1,
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NULL, SK_ARRAY_COUNT(colors1),
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SkShader::kClamp_TileMode));
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SkAutoTUnref<SkShader> radial2(
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SkGradientShader::CreateRadial(center, radius, colors2,
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NULL, SK_ARRAY_COUNT(colors2),
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SkShader::kClamp_TileMode));
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paint1.setShader(sweep);
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paint2.setShader(radial1);
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paint3.setShader(radial2);
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// We can either interpolate endpoints and premultiply each point (default, more precision),
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// or premultiply the endpoints first, avoiding the need to premultiply each point (cheap).
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const uint32_t flags[] = { 0, SkGradientShader::kInterpolateColorsInPremul_Flag };
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canvas->drawCircle(cx, cy, radius, paint1);
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canvas->drawCircle(cx, cy, radius, paint3);
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canvas->drawCircle(cx, cy, radius, paint2);
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for (size_t i = 0; i < SK_ARRAY_COUNT(flags); i++) {
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SkAutoTUnref<SkShader> sweep(
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SkGradientShader::CreateSweep(cx, cy, sweep_colors,
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NULL, SK_ARRAY_COUNT(sweep_colors),
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NULL, flags[i]));
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SkAutoTUnref<SkShader> radial1(
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SkGradientShader::CreateRadial(center, radius, colors1,
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NULL, SK_ARRAY_COUNT(colors1),
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SkShader::kClamp_TileMode,
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NULL, flags[i]));
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SkAutoTUnref<SkShader> radial2(
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SkGradientShader::CreateRadial(center, radius, colors2,
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NULL, SK_ARRAY_COUNT(colors2),
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SkShader::kClamp_TileMode,
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NULL, flags[i]));
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paint1.setShader(sweep);
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paint2.setShader(radial1);
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paint3.setShader(radial2);
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canvas->drawCircle(cx, cy, radius, paint1);
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canvas->drawCircle(cx, cy, radius, paint3);
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canvas->drawCircle(cx, cy, radius, paint2);
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canvas->translate(400, 0);
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}
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}
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private:
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