Update bleed GM to use HQ filtering.
R=robertphillips@google.com Author: bsalomon@google.com Review URL: https://codereview.chromium.org/61133002 git-svn-id: http://skia.googlecode.com/svn/trunk@12188 2bbb7eff-a529-9590-31e7-b0007b416f81
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1b20a10f02
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@ -62,3 +62,6 @@ strokes_round
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# Added by sugoi in https://codereview.chromium.org/59173005
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perlinnoise
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# Added by bsalomon in support of adding HQ filter to GPU device drawBitmap
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bleed
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183
gm/bleed.cpp
183
gm/bleed.cpp
@ -14,10 +14,15 @@
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#include "GrContext.h"
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#endif
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// Create a black&white checked texture with a 1-pixel red ring
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// around the outside edge
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static void make_red_ringed_bitmap(SkBitmap* result, int width, int height) {
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SkASSERT(0 == width % 2 && 0 == width % 2);
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// Create a black&white checked texture with 2 1-pixel rings
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// around the outside edge. The inner ring is red and the outer ring is blue.
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static void make_ringed_bitmap(SkBitmap* result, int width, int height) {
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SkASSERT(0 == width % 2 && 0 == height % 2);
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static const SkPMColor kRed = SkPreMultiplyColor(SK_ColorRED);
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static const SkPMColor kBlue = SkPreMultiplyColor(SK_ColorBLUE);
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static const SkPMColor kBlack = SkPreMultiplyColor(SK_ColorBLACK);
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static const SkPMColor kWhite = SkPreMultiplyColor(SK_ColorWHITE);
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result->setConfig(SkBitmap::kARGB_8888_Config, width, height, 0,
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kOpaque_SkAlphaType);
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@ -26,36 +31,53 @@ static void make_red_ringed_bitmap(SkBitmap* result, int width, int height) {
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SkPMColor* scanline = result->getAddr32(0, 0);
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for (int x = 0; x < width; ++x) {
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scanline[x] = SK_ColorRED;
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scanline[x] = kBlue;
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}
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scanline = result->getAddr32(0, 1);
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scanline[0] = kBlue;
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for (int x = 1; x < width - 1; ++x) {
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scanline[x] = kRed;
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}
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scanline[width-1] = kBlue;
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for (int y = 2; y < height/2; ++y) {
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scanline = result->getAddr32(0, y);
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scanline[0] = kBlue;
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scanline[1] = kRed;
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for (int x = 2; x < width/2; ++x) {
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scanline[x] = kBlack;
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}
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for (int x = width/2; x < width-2; ++x) {
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scanline[x] = kWhite;
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}
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scanline[width-2] = kRed;
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scanline[width-1] = kBlue;
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}
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for (int y = 1; y < height/2; ++y) {
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for (int y = height/2; y < height-2; ++y) {
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scanline = result->getAddr32(0, y);
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scanline[0] = SK_ColorRED;
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for (int x = 1; x < width/2; ++x) {
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scanline[x] = SK_ColorBLACK;
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scanline[0] = kBlue;
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scanline[1] = kRed;
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for (int x = 2; x < width/2; ++x) {
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scanline[x] = kWhite;
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}
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for (int x = width/2; x < width-1; ++x) {
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scanline[x] = SK_ColorWHITE;
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for (int x = width/2; x < width-2; ++x) {
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scanline[x] = kBlack;
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}
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scanline[width-1] = SK_ColorRED;
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scanline[width-2] = kRed;
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scanline[width-1] = kBlue;
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}
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for (int y = height/2; y < height-1; ++y) {
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scanline = result->getAddr32(0, y);
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scanline[0] = SK_ColorRED;
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for (int x = 1; x < width/2; ++x) {
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scanline[x] = SK_ColorWHITE;
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}
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for (int x = width/2; x < width-1; ++x) {
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scanline[x] = SK_ColorBLACK;
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}
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scanline[width-1] = SK_ColorRED;
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scanline = result->getAddr32(0, height-2);
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scanline[0] = kBlue;
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for (int x = 1; x < width - 1; ++x) {
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scanline[x] = kRed;
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}
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scanline[width-1] = kBlue;
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scanline = result->getAddr32(0, height-1);
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for (int x = 0; x < width; ++x) {
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scanline[x] = SK_ColorRED;
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scanline[x] = kBlue;
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}
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result->setImmutable();
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}
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@ -75,23 +97,23 @@ protected:
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}
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virtual void onOnceBeforeDraw() SK_OVERRIDE {
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make_red_ringed_bitmap(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize);
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make_ringed_bitmap(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize);
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// To exercise the GPU's tiling path we need a texture
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// too big for the GPU to handle in one go
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make_red_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize);
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make_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize);
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}
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// Draw only the center of the small bitmap
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void drawCase1(SkCanvas* canvas, int transX, int transY,
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SkCanvas::DrawBitmapRectFlags flags, bool filter) {
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SkRect src = SkRect::MakeXYWH(1, 1,
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kSmallTextureSize-2,
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kSmallTextureSize-2);
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SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
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SkRect src = SkRect::MakeXYWH(2, 2,
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kSmallTextureSize-4,
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kSmallTextureSize-4);
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SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterLevel(filter ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
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paint.setFilterLevel(filter);
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canvas->save();
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canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
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@ -101,14 +123,14 @@ protected:
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// Draw almost all of the large bitmap
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void drawCase2(SkCanvas* canvas, int transX, int transY,
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SkCanvas::DrawBitmapRectFlags flags, bool filter) {
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SkRect src = SkRect::MakeXYWH(1, 1,
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SkIntToScalar(fBitmapBig.width()-2),
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SkIntToScalar(fBitmapBig.height()-2));
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SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
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SkRect src = SkRect::MakeXYWH(2, 2,
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SkIntToScalar(fBitmapBig.width()-4),
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SkIntToScalar(fBitmapBig.height()-4));
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SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterLevel(filter ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
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paint.setFilterLevel(filter);
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canvas->save();
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canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
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@ -118,14 +140,14 @@ protected:
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// Draw ~1/4 of the large bitmap
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void drawCase3(SkCanvas* canvas, int transX, int transY,
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SkCanvas::DrawBitmapRectFlags flags, bool filter) {
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SkRect src = SkRect::MakeXYWH(1, 1,
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SkIntToScalar(fBitmapBig.width()/2-1),
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SkIntToScalar(fBitmapBig.height()/2-1));
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SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
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SkRect src = SkRect::MakeXYWH(2, 2,
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SkIntToScalar(fBitmapBig.width()/2-2),
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SkIntToScalar(fBitmapBig.height()/2-2));
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SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterLevel(filter ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
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paint.setFilterLevel(filter);
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canvas->save();
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canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
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@ -135,14 +157,14 @@ protected:
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// Draw the center of the small bitmap with a mask filter
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void drawCase4(SkCanvas* canvas, int transX, int transY,
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SkCanvas::DrawBitmapRectFlags flags, bool filter) {
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SkRect src = SkRect::MakeXYWH(1, 1,
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kSmallTextureSize-2,
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kSmallTextureSize-2);
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SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
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SkRect src = SkRect::MakeXYWH(2, 2,
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kSmallTextureSize-4,
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kSmallTextureSize-4);
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SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterLevel(filter ? SkPaint::kLow_FilterLevel : SkPaint::kNone_FilterLevel);
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paint.setFilterLevel(filter);
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SkMaskFilter* mf = SkBlurMaskFilter::Create(SkBlurMaskFilter::kNormal_BlurStyle,
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SkBlurMask::ConvertRadiusToSigma(SkIntToScalar(3)));
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paint.setMaskFilter(mf)->unref();
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@ -157,19 +179,27 @@ protected:
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canvas->clear(SK_ColorGRAY);
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// Currently there are no test cases with medium filtering since medium uses mip-mapping and
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// these draws are always upscaling.
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// First draw a column with no bleeding, tiling, or filtering
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this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, false);
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this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, false);
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this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, false);
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this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, false);
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// Then draw a column with no bleeding or tiling but with filtering
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this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
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this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
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this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
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this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
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this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
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this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
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this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
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this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
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// Then draw a column with no bleeding or tiling but with low filtering
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this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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// Then draw a column with no bleeding or tiling but with high filtering
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this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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#if SK_SUPPORT_GPU
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GrContext* ctx = GM::GetGr(canvas);
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int oldMaxTextureSize = 0;
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@ -180,17 +210,29 @@ protected:
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}
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#endif
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// Then draw a column with no bleeding but with tiling and filtering
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this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
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this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
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this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
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this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
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// Then draw a column with no bleeding but with tiling and low filtering
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this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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// Finally draw a column with all three (bleeding, tiling, and filtering)
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this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
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this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
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this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
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this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
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// Then draw a column with no bleeding but with tiling and high filtering
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this->drawCase1(canvas, kCol4X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase2(canvas, kCol4X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase3(canvas, kCol4X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase4(canvas, kCol4X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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// Then draw a column with bleeding, tiling, and low filtering
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this->drawCase1(canvas, kCol5X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase2(canvas, kCol5X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase3(canvas, kCol5X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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this->drawCase4(canvas, kCol5X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
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// Finally draw a column with bleeding, tiling, and high filtering
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this->drawCase1(canvas, kCol6X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase2(canvas, kCol6X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase3(canvas, kCol6X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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this->drawCase4(canvas, kCol6X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
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#if SK_SUPPORT_GPU
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if (NULL != ctx) {
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@ -200,14 +242,17 @@ protected:
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}
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private:
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static const int kBlockSize = 90;
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static const int kBlockSpacing = 10;
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static const int kBlockSize = 70;
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static const int kBlockSpacing = 5;
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static const int kCol0X = kBlockSpacing;
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static const int kCol1X = 2*kBlockSpacing + kBlockSize;
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static const int kCol2X = 3*kBlockSpacing + 2*kBlockSize;
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static const int kCol3X = 4*kBlockSpacing + 3*kBlockSize;
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static const int kWidth = 5*kBlockSpacing + 4*kBlockSize;
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static const int kCol4X = 5*kBlockSpacing + 4*kBlockSize;
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static const int kCol5X = 6*kBlockSpacing + 5*kBlockSize;
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static const int kCol6X = 7*kBlockSpacing + 6*kBlockSize;
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static const int kWidth = 8*kBlockSpacing + 7*kBlockSize;
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static const int kRow0Y = kBlockSpacing;
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static const int kRow1Y = 2*kBlockSpacing + kBlockSize;
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@ -215,7 +260,7 @@ private:
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static const int kRow3Y = 4*kBlockSpacing + 3*kBlockSize;
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static const int kHeight = 5*kBlockSpacing + 4*kBlockSize;
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static const int kSmallTextureSize = 4;
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static const int kSmallTextureSize = 6;
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static const int kMaxTextureSize = 32;
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SkBitmap fBitmapSmall;
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