Fix the way we patch up the matrix for scaled images that aren't
clamp/clamp BUG=skia:2904 TBR=reed Review URL: https://codereview.chromium.org/675823002
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gm/tiledscaledbitmap.cpp
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88
gm/tiledscaledbitmap.cpp
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/*
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* Copyright 2014 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm.h"
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#include "Resources.h"
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#include "SkBitmap.h"
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#include "SkImageDecoder.h"
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#include "SkPaint.h"
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#include "SkShader.h"
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#include "SkStream.h"
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/***
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*
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* This GM reproduces Skia bug 2904, in which a tiled bitmap shader was failing to draw correctly
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* when fractional image scaling was ignored by the high quality bitmap scaler.
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*
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***/
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namespace skiagm {
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class TiledScaledBitmapGM : public GM {
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public:
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TiledScaledBitmapGM() {
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}
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protected:
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virtual SkString onShortName() {
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return SkString("tiledscaledbitmap");
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}
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virtual SkISize onISize() {
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return SkISize::Make(1016, 616);
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}
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virtual uint32_t onGetFlags() const SK_OVERRIDE {
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return kSkipTiled_Flag;
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}
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static SkBitmap make_bm(int width, int height) {
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SkBitmap bm;
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bm.allocN32Pixels(width, height);
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bm.eraseColor(SK_ColorTRANSPARENT);
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SkCanvas canvas(bm);
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SkPaint paint;
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paint.setAntiAlias(true);
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canvas.drawCircle(width/2.f, height/2.f, width/4.f, paint);
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return bm;
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}
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virtual void onOnceBeforeDraw() SK_OVERRIDE {
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fBitmap = make_bm(360, 288);
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}
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virtual void onDraw(SkCanvas* canvas) {
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SkPaint paint;
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paint.setAntiAlias(true);
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paint.setFilterLevel(SkPaint::kHigh_FilterLevel);
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SkMatrix mat;
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mat.setScale(121.f/360.f, 93.f/288.f);
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mat.postTranslate(-72, -72);
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SkShader *shader = SkShader::CreateBitmapShader(fBitmap, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode, &mat);
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paint.setShader(shader);
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SkSafeUnref(shader);
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canvas->drawRectCoords(8,8,1008, 608, paint);
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}
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private:
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SkBitmap fBitmap;
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typedef GM INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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DEF_GM(return SkNEW(TiledScaledBitmapGM);)
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}
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@ -185,6 +185,7 @@
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'../gm/texturedomaineffect.cpp',
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'../gm/thinrects.cpp',
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'../gm/thinstrokedrects.cpp',
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'../gm/tiledscaledbitmap.cpp',
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'../gm/tileimagefilter.cpp',
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'../gm/tilemodes.cpp',
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'../gm/tilemodes_scaled.cpp',
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@ -131,8 +131,6 @@ static inline bool cache_size_okay(const SkBitmap& bm, const SkMatrix& invMat) {
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bool SkBitmapProcState::possiblyScaleImage() {
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SkASSERT(NULL == fBitmap);
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fAdjustedMatrix = false;
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if (fFilterLevel <= SkPaint::kLow_FilterLevel) {
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return false;
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}
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@ -198,19 +196,10 @@ bool SkBitmapProcState::possiblyScaleImage() {
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SkASSERT(fScaledBitmap.getPixels());
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fBitmap = &fScaledBitmap;
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// set the inv matrix type to translate-only;
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fInvMatrix.setTranslate(fInvMatrix.getTranslateX() / fInvMatrix.getScaleX(),
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fInvMatrix.getTranslateY() / fInvMatrix.getScaleY());
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// clean up the inverse matrix by incorporating the scale we just performed.
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#ifndef SK_IGNORE_PROPER_FRACTIONAL_SCALING
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// reintroduce any fractional scaling missed by our integral scale done above.
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float fractionalScaleX = roundedDestWidth/trueDestWidth;
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float fractionalScaleY = roundedDestHeight/trueDestHeight;
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fInvMatrix.postScale(fractionalScaleX, fractionalScaleY);
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#endif
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fAdjustedMatrix = true;
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fInvMatrix.postScale(roundedDestWidth / fOrigBitmap.width(),
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roundedDestHeight / fOrigBitmap.height());
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// Set our filter level to low -- the only post-filtering this
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// image might require is some interpolation if the translation
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@ -374,8 +363,15 @@ bool SkBitmapProcState::chooseProcs(const SkMatrix& inv, const SkPaint& paint) {
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bool clampClamp = SkShader::kClamp_TileMode == fTileModeX &&
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SkShader::kClamp_TileMode == fTileModeY;
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if (!(fAdjustedMatrix || clampClamp || trivialMatrix)) {
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fInvMatrix.postIDiv(fOrigBitmap.width(), fOrigBitmap.height());
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// Most of the scanline procs deal with "unit" texture coordinates, as this
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// makes it easy to perform tiling modes (repeat = (x & 0xFFFF)). To generate
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// those, we divide the matrix by its dimensions here.
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//
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// We don't do this if we're either trivial (can ignore the matrix) or clamping
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// in both X and Y since clamping to width,height is just as easy as to 0xFFFF.
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if (!(clampClamp || trivialMatrix)) {
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fInvMatrix.postIDiv(fBitmap->width(), fBitmap->height());
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}
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// Now that all possible changes to the matrix have taken place, check
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