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
This commit is contained in:
mtklein@google.com 2013-09-16 13:02:52 +00:00
parent 469fec8fee
commit 3ef7eeac9a

View File

@ -367,7 +367,7 @@ public:
protected:
SkString onShortName() { return SkString("radial_gradient2"); }
virtual SkISize onISize() { return make_isize(400, 400); }
virtual SkISize onISize() { return make_isize(800, 400); }
void drawBG(SkCanvas* canvas) {
canvas->drawColor(0xFF000000);
}
@ -388,24 +388,35 @@ protected:
SkPoint center;
center.set(cx, cy);
SkAutoTUnref<SkShader> sweep(
SkGradientShader::CreateSweep(cx, cy, sweep_colors,
NULL, SK_ARRAY_COUNT(sweep_colors)));
SkAutoTUnref<SkShader> radial1(
SkGradientShader::CreateRadial(center, radius, colors1,
NULL, SK_ARRAY_COUNT(colors1),
SkShader::kClamp_TileMode));
SkAutoTUnref<SkShader> radial2(
SkGradientShader::CreateRadial(center, radius, colors2,
NULL, SK_ARRAY_COUNT(colors2),
SkShader::kClamp_TileMode));
paint1.setShader(sweep);
paint2.setShader(radial1);
paint3.setShader(radial2);
// We can either interpolate endpoints and premultiply each point (default, more precision),
// or premultiply the endpoints first, avoiding the need to premultiply each point (cheap).
const uint32_t flags[] = { 0, SkGradientShader::kInterpolateColorsInPremul_Flag };
canvas->drawCircle(cx, cy, radius, paint1);
canvas->drawCircle(cx, cy, radius, paint3);
canvas->drawCircle(cx, cy, radius, paint2);
for (size_t i = 0; i < SK_ARRAY_COUNT(flags); i++) {
SkAutoTUnref<SkShader> sweep(
SkGradientShader::CreateSweep(cx, cy, sweep_colors,
NULL, SK_ARRAY_COUNT(sweep_colors),
NULL, flags[i]));
SkAutoTUnref<SkShader> radial1(
SkGradientShader::CreateRadial(center, radius, colors1,
NULL, SK_ARRAY_COUNT(colors1),
SkShader::kClamp_TileMode,
NULL, flags[i]));
SkAutoTUnref<SkShader> radial2(
SkGradientShader::CreateRadial(center, radius, colors2,
NULL, SK_ARRAY_COUNT(colors2),
SkShader::kClamp_TileMode,
NULL, flags[i]));
paint1.setShader(sweep);
paint2.setShader(radial1);
paint3.setShader(radial2);
canvas->drawCircle(cx, cy, radius, paint1);
canvas->drawCircle(cx, cy, radius, paint3);
canvas->drawCircle(cx, cy, radius, paint2);
canvas->translate(400, 0);
}
}
private: