compressed texture support has been broken/untested for a while, remove cruft
BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1970773002 Review-Url: https://codereview.chromium.org/1970773002
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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 "SkCanvas.h"
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#include "SkData.h"
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#include "SkImage.h"
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#include "SkImageGenerator.h"
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#include "SkOSFile.h"
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#include "SkTextureCompressor.h"
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static const char *kASTCFilenames[] = {
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"mandrill_128x128_4x4.astc", // kASTC_4x4_Format
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"mandrill_130x128_5x4.astc", // kASTC_5x4_Format
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"mandrill_130x130_5x5.astc", // kASTC_5x5_Format
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"mandrill_132x130_6x5.astc", // kASTC_6x5_Format
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"mandrill_132x132_6x6.astc", // kASTC_6x6_Format
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"mandrill_128x130_8x5.astc", // kASTC_8x5_Format
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"mandrill_128x132_8x6.astc", // kASTC_8x6_Format
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"mandrill_128x128_8x8.astc", // kASTC_8x8_Format
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"mandrill_130x130_10x5.astc", // kASTC_10x5_Format
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"mandrill_130x132_10x6.astc", // kASTC_10x6_Format
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"mandrill_130x128_10x8.astc", // kASTC_10x8_Format
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"mandrill_130x130_10x10.astc", // kASTC_10x10_Format
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"mandrill_132x130_12x10.astc", // kASTC_12x10_Format
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"mandrill_132x132_12x12.astc", // kASTC_12x12_Format
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};
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static const int kNumASTCFilenames = SK_ARRAY_COUNT(kASTCFilenames);
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static inline const char *get_astc_filename(int idx) {
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if (idx < 0 || kNumASTCFilenames <= idx) {
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return "";
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}
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return kASTCFilenames[idx];
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}
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namespace {
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const int kGMDimension = 600;
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const int kBitmapDimension = kGMDimension / 4;
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} // namespace
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DEF_SIMPLE_GM(astcbitmap, canvas, kGMDimension, kGMDimension) {
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for (int j = 0; j < 4; ++j) {
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for (int i = 0; i < 4; ++i) {
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SkBitmap bm;
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if (GetResourceAsBitmap(get_astc_filename(j*4+i), &bm)) {
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const SkScalar bmX = static_cast<SkScalar>(i*kBitmapDimension);
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const SkScalar bmY = static_cast<SkScalar>(j*kBitmapDimension);
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canvas->drawBitmap(bm, bmX, bmY);
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}
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}
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}
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}
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DEF_SIMPLE_GM(astc_image, canvas, kGMDimension, kGMDimension) {
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for (int j = 0; j < 4; ++j) {
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for (int i = 0; i < 4; ++i) {
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sk_sp<SkImage> image(GetResourceAsImage(get_astc_filename(j*4+i)));
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if (image) {
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const SkScalar bmX = static_cast<SkScalar>(i*kBitmapDimension);
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const SkScalar bmY = static_cast<SkScalar>(j*kBitmapDimension);
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canvas->drawImage(image, bmX, bmY);
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}
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}
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}
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}
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@ -25,6 +25,13 @@
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#include "SkGrPriv.h"
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#endif
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// Until we actually have codecs/etc. that can contain/support a GPU texture format
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// skip this step, since for some generators, returning their encoded data as a SkData
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// can be somewhat expensive, and this call doesn't indicate to the generator that we're
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// only interested in GPU datas...
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// see skbug.com/ 4971, 5128, ...
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//#define SK_SUPPORT_COMPRESSED_TEXTURES_IN_CACHERATOR
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SkImageCacherator* SkImageCacherator::NewFromGenerator(SkImageGenerator* gen,
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const SkIRect* subset) {
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if (!gen) {
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@ -195,6 +202,7 @@ bool SkImageCacherator::lockAsBitmap(SkBitmap* bitmap, const SkImage* client,
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#if SK_SUPPORT_GPU
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#ifdef SK_SUPPORT_COMPRESSED_TEXTURES_IN_CACHERATOR
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static GrTexture* load_compressed_into_texture(GrContext* ctx, SkData* data, GrSurfaceDesc desc) {
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const void* rawStart;
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GrPixelConfig config = GrIsCompressedTextureDataSupported(ctx, data, desc.fWidth, desc.fHeight,
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@ -206,6 +214,7 @@ static GrTexture* load_compressed_into_texture(GrContext* ctx, SkData* data, GrS
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desc.fConfig = config;
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return ctx->textureProvider()->createTexture(desc, SkBudgeted::kYes, rawStart, 0);
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}
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#endif
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class Generator_GrYUVProvider : public GrYUVProvider {
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SkImageGenerator* fGen;
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@ -276,6 +285,7 @@ GrTexture* SkImageCacherator::lockTexture(GrContext* ctx, const GrUniqueKey& key
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const GrSurfaceDesc desc = GrImageInfoToSurfaceDesc(fInfo, *ctx->caps());
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#ifdef SK_SUPPORT_COMPRESSED_TEXTURES_IN_CACHERATOR
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// 3. Ask the generator to return a compressed form that the GPU might support
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SkAutoTUnref<SkData> data(this->refEncoded(ctx));
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if (data) {
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@ -286,6 +296,7 @@ GrTexture* SkImageCacherator::lockTexture(GrContext* ctx, const GrUniqueKey& key
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return set_key_and_return(tex, key);
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}
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}
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#endif
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// 4. Ask the generator to return YUV planes, which the GPU can convert
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{
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