[GPU] Use view matrix + rect to implement subrect for drawBitmap when there is a mask filter and bleed.

R=robertphillips@google.com, reed@google.com

Author: bsalomon@google.com

Review URL: https://codereview.chromium.org/65133003

git-svn-id: http://skia.googlecode.com/svn/trunk@12368 2bbb7eff-a529-9590-31e7-b0007b416f81
This commit is contained in:
commit-bot@chromium.org 2013-11-22 20:34:59 +00:00
parent 44e86572eb
commit d6ca4ac1ee
2 changed files with 78 additions and 70 deletions

View File

@ -93,7 +93,7 @@ protected:
}
virtual SkISize onISize() SK_OVERRIDE {
return SkISize::Make(kWidth, kHeight);
return SkISize::Make(kWidth, 780);
}
virtual void onOnceBeforeDraw() SK_OVERRIDE {
@ -108,8 +108,8 @@ protected:
void drawCase1(SkCanvas* canvas, int transX, int transY,
SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
SkRect src = SkRect::MakeXYWH(2, 2,
kSmallTextureSize-4,
kSmallTextureSize-4);
SkIntToScalar(kSmallTextureSize-4),
SkIntToScalar(kSmallTextureSize-4));
SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
@ -159,8 +159,8 @@ protected:
void drawCase4(SkCanvas* canvas, int transX, int transY,
SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
SkRect src = SkRect::MakeXYWH(2, 2,
kSmallTextureSize-4,
kSmallTextureSize-4);
SkIntToScalar(kSmallTextureSize-4),
SkIntToScalar(kSmallTextureSize-4));
SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
@ -179,66 +179,76 @@ protected:
canvas->clear(SK_ColorGRAY);
// Currently there are no test cases with medium filtering since medium uses mip-mapping and
// these draws are always upscaling.
for (int m = 0; m < 2; ++m) {
canvas->save();
if (m) {
static const SkScalar kBottom = SkIntToScalar(kRow3Y + kBlockSize + kBlockSpacing);
canvas->translate(0, kBottom);
SkMatrix rotate;
rotate.setRotate(15.f, 0, kBottom + kBlockSpacing);
canvas->concat(rotate);
canvas->scale(0.71f, 1.22f);
}
// First draw a column with no bleeding, tiling, or filtering
this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
// First draw a column with no bleeding, tiling, or filtering
this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
// Then draw a column with no bleeding or tiling but with low filtering
this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
// Then draw a column with no bleeding or tiling but with low filtering
this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
// Then draw a column with no bleeding or tiling but with high filtering
this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
// Then draw a column with no bleeding or tiling but with high filtering
this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
#if SK_SUPPORT_GPU
GrContext* ctx = canvas->getGrContext();
int oldMaxTextureSize = 0;
if (NULL != ctx) {
// shrink the max texture size so all our textures can be reasonably sized
oldMaxTextureSize = ctx->getMaxTextureSize();
ctx->setMaxTextureSizeOverride(kMaxTextureSize);
}
GrContext* ctx = canvas->getGrContext();
int oldMaxTextureSize = 0;
if (NULL != ctx) {
// shrink the max texture size so all our textures can be reasonably sized
oldMaxTextureSize = ctx->getMaxTextureSize();
ctx->setMaxTextureSizeOverride(kMaxTextureSize);
}
#endif
// Then draw a column with no bleeding but with tiling and low filtering
this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
// Then draw a column with no bleeding but with tiling and low filtering
this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
// Then draw a column with no bleeding but with tiling and high filtering
this->drawCase1(canvas, kCol4X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase2(canvas, kCol4X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase3(canvas, kCol4X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase4(canvas, kCol4X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
// Then draw a column with no bleeding but with tiling and high filtering
this->drawCase1(canvas, kCol4X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase2(canvas, kCol4X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase3(canvas, kCol4X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase4(canvas, kCol4X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
// Then draw a column with bleeding, tiling, and low filtering
this->drawCase1(canvas, kCol5X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase2(canvas, kCol5X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase3(canvas, kCol5X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase4(canvas, kCol5X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
// Then draw a column with bleeding, tiling, and low filtering
this->drawCase1(canvas, kCol5X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase2(canvas, kCol5X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase3(canvas, kCol5X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
this->drawCase4(canvas, kCol5X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
// Finally draw a column with bleeding, tiling, and high filtering
this->drawCase1(canvas, kCol6X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase2(canvas, kCol6X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase3(canvas, kCol6X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase4(canvas, kCol6X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
// Finally draw a column with bleeding, tiling, and high filtering
this->drawCase1(canvas, kCol6X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase2(canvas, kCol6X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase3(canvas, kCol6X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
this->drawCase4(canvas, kCol6X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
#if SK_SUPPORT_GPU
if (NULL != ctx) {
ctx->setMaxTextureSizeOverride(oldMaxTextureSize);
}
if (NULL != ctx) {
ctx->setMaxTextureSizeOverride(oldMaxTextureSize);
}
#endif
canvas->restore();
}
}
private:
@ -258,7 +268,6 @@ private:
static const int kRow1Y = 2*kBlockSpacing + kBlockSize;
static const int kRow2Y = 3*kBlockSpacing + 2*kBlockSize;
static const int kRow3Y = 4*kBlockSpacing + 3*kBlockSize;
static const int kHeight = 5*kBlockSpacing + 4*kBlockSize;
static const int kSmallTextureSize = 6;
static const int kMaxTextureSize = 32;

View File

@ -1105,26 +1105,25 @@ void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
SkBitmap tmp; // subset of bitmap, if necessary
const SkBitmap* bitmapPtr = &bitmap;
if (NULL != srcRectPtr) {
SkIRect iSrc;
srcRect.roundOut(&iSrc);
// In bleed mode we position and trim the bitmap based on the src rect which is
// already accounted for in 'm' and 'srcRect'. In clamp mode we need to chop out
// the desired portion of the bitmap and then update 'm' and 'srcRect' to
// compensate.
if (!(SkCanvas::kBleed_DrawBitmapRectFlag & flags)) {
SkIRect iSrc;
srcRect.roundOut(&iSrc);
SkPoint offset = SkPoint::Make(SkIntToScalar(iSrc.fLeft),
SkIntToScalar(iSrc.fTop));
SkPoint offset = SkPoint::Make(SkIntToScalar(iSrc.fLeft),
SkIntToScalar(iSrc.fTop));
if (SkCanvas::kBleed_DrawBitmapRectFlag & flags) {
// In bleed mode we want to expand the src rect on all sides
// but stay within the bitmap bounds
SkIRect iClampRect = SkIRect::MakeWH(bitmap.width(), bitmap.height());
clamped_unit_outset_with_offset(&iSrc, &offset, iClampRect);
if (!bitmap.extractSubset(&tmp, iSrc)) {
return; // extraction failed
}
bitmapPtr = &tmp;
srcRect.offset(-offset.fX, -offset.fY);
// The source rect has changed so update the matrix
newM.preTranslate(offset.fX, offset.fY);
}
if (!bitmap.extractSubset(&tmp, iSrc)) {
return; // extraction failed
}
bitmapPtr = &tmp;
srcRect.offset(-offset.fX, -offset.fY);
// The source rect has changed so update the matrix
newM.preTranslate(offset.fX, offset.fY);
}
SkPaint paintWithTexture(paint);