Implement a bicubic resampling image filter, with raster and GPU backends.
In order to get this to work on the GPU side, I had to modify the width and height of the drawn texture in drawSprite() and drawDevice() to use the filtered texture's dimensions, instead of the source texture. (This wasn't a problem before since all other image filters produce results the same dimensions as their input texture.)
For now, this implementation only does axis-aligned scaling (same as the Lanczos-3 implementation in Chrome). It's also done for correctness and clarity, not speed, so there are lots of opportunities for speedups.
Committed: https://code.google.com/p/skia/source/detail?r=7275
Review URL: https://codereview.appspot.com/7033049
git-svn-id: http://skia.googlecode.com/svn/trunk@7287 2bbb7eff-a529-9590-31e7-b0007b416f81
In order to get this to work on the GPU side, I had to modify the width and height of the drawn texture in drawSprite() and drawDevice() to use the filtered texture's dimensions, instead of the source texture. (This wasn't a problem before since all other image filters produce results the same dimensions as their input texture.)
For now, this implementation only does axis-aligned scaling (same as the Lanczos-3 implementation in Chrome). It's also done for correctness and clarity, not speed, so there are lots of opportunities for speedups.
Review URL: https://codereview.appspot.com/7033049
git-svn-id: http://skia.googlecode.com/svn/trunk@7275 2bbb7eff-a529-9590-31e7-b0007b416f81
Add a test and a GM for the factory, and a PNG file for it to decode.
The PNG file is copyright-free, obtained from
http://openclipart.org/detail/29213/paper-plane-by-ddoo
In cmykjpeg, do not attempt to decode in the constructor, since it
currently crashes on Mac (if you provide the correct resource path).
Even when we fix this crash there is no need to do it in the
constructor, since we create all of the gms in order to
get their names (to determine whether to run them).
Review URL: https://codereview.appspot.com/6847122
git-svn-id: http://skia.googlecode.com/svn/trunk@6618 2bbb7eff-a529-9590-31e7-b0007b416f81
is templated on the tiling mode for speed: interior pixels are unconditionally
fetched; border pixels apply the appropriate tiling mode before fetching. It
handles target, bias, divisor (as gain), and edge modes (named to be more
skia-like). It does not handle the "preserveAlpha" semantics of
feConvolveMatrix, nor "kernelUnitLength".
git-svn-id: http://skia.googlecode.com/svn/trunk@5592 2bbb7eff-a529-9590-31e7-b0007b416f81
allows the client more control over the scaling. Because of virtual overrides
and wanting to keep the old call-sites up and running, this CL renames the
virtual entry-point to drawBitmapRectToRect, and downgrades drawBitmapRect to
a non-virtual helper function.
The implementation is to use the float-rect for computing the matrix, but still
cons-up an integer rect for the purposes of subsetting the original bitmap. We
do this by calling float_src->roundOut(&int_src) so that we include all
(partially) covered src pixels.
No change needed on SkDevice, since that signature is explicitly passed the
computed matrix.
Review URL: https://codereview.appspot.com/6501140
git-svn-id: http://skia.googlecode.com/svn/trunk@5578 2bbb7eff-a529-9590-31e7-b0007b416f81
Notify the surface when the canvas draws into it, so it can invalidate the
cached image, and (if needed) perform a copy-on-write on the surface if it
was being shared with the image.
Review URL: https://codereview.appspot.com/6441115
git-svn-id: http://skia.googlecode.com/svn/trunk@5306 2bbb7eff-a529-9590-31e7-b0007b416f81
element. This filter has two inputs, since normal blending can't be used. The
GPU side uses two filter stages to accomplish this: one to sample the
background, and one to sample the foreground and blend it.
Review URL: https://codereview.appspot.com/6463081/
git-svn-id: http://skia.googlecode.com/svn/trunk@5231 2bbb7eff-a529-9590-31e7-b0007b416f81
for filters with a single image input. This provides functionality to store,
flatten and unflatten a single SkImageFilter input, as well as to recursively
evaluate it on the CPU or GPU. The following classes were re-parented to
implement DAG connectivity: SkBlurImageFilter, SkDilateImageFilter,
SkErodeImageFilter, SkColorFilterImageFilter. The constructors for each
have been appended with a new parameter, representing the input filter
(default NULL).
This change also implements an arbitrary SkBitmap input source for filtering,
SkBitmapSource.
NOTE: This CL will require gyp file changes when rolling past this revision.
Review URL: https://codereview.appspot.com/6462071/
git-svn-id: http://skia.googlecode.com/svn/trunk@5170 2bbb7eff-a529-9590-31e7-b0007b416f81
Also implement SkGPipeCanvas::drawBitmapMatrix, and
create a GM to make sure it works properly.
Use a flag instead of writing a bool for determining whether
drawBitmap_ has a paint and whether drawBitmapRect has a source
rectangle.
BUG=
TEST=drawbitmapmatrix GM
Review URL: https://codereview.appspot.com/6450053
git-svn-id: http://skia.googlecode.com/svn/trunk@4828 2bbb7eff-a529-9590-31e7-b0007b416f81
Also make SkGPipeController ref the recording canvas to ensure that
objects used by SkGPipeCanvas (e.g. SharedHeap and fTypefaceSet, which
hold references to objects to which pointers are written to the stream)
survive to be played back even if SkGPipeWriter.endRecording() is called.
BUG=
TEST=TypefaceGM
Review URL: https://codereview.appspot.com/6447055
git-svn-id: http://skia.googlecode.com/svn/trunk@4817 2bbb7eff-a529-9590-31e7-b0007b416f81
the caller instantiates a light (distant, point or spot), and an
SkDiffuseLightingFilter or SkSpecularLightingImageFilter with that light. A
Sobel edge detection filter is applied to the alpha of the incoming bitmap, and
the result is used as a height map for lighting calculations.
Review URL: http://codereview.appspot.com/6302101/
git-svn-id: http://skia.googlecode.com/svn/trunk@4314 2bbb7eff-a529-9590-31e7-b0007b416f81
matrix test slide. This was basically implemented in the same places where
the blending-based color filter was being done. The shader simply does a mat4
matrix multiply and a vec4 add.
Review URL: http://codereview.appspot.com/5489107/
git-svn-id: http://skia.googlecode.com/svn/trunk@2948 2bbb7eff-a529-9590-31e7-b0007b416f81
M src/ports/SkFontHost_mac_coretext.cpp
M gyp/gmslides.gypi
A gm/verttext2.cpp
git-svn-id: http://skia.googlecode.com/svn/trunk@2920 2bbb7eff-a529-9590-31e7-b0007b416f81
correct results for all stroke and fill modes even on the various types
of degenerate paths.
The goals of this patch include:
1. Have Skia store all of the verbs implied by path construction methods, even
if those define degenerate paths. The SVG implementation in WebKit, which is
backed by Skia, needs to know about all elements of the path, even degenerate
ones, for the correct drawing of markers and line caps. For example, in SVG you
should be able to draw a scatter plot by specifying a marker for vertices and
then giving a sequence of moveTo commands. Skia will not store the moveTos,
requiring a different storage mechanism.
2. Assuming 1, maintain the current Skia behavior. That is, make Skia robust to
degenerate paths.
3. Fix an existing bug in Skia where a degenerate moveTo-lineTo pair spits out
warnings from rasterization and produces incorrect results in inverse-fill
renderings.
4. Adds extensive testing for degenerate paths and path rendering in general.
To meet these goals, the patch I am proposing will result in minor additional
storage for degenerate paths (a few bytes per degenerate path, only if the user
defines such paths). There is also some additional overhead in the iteration
code, with the path now cleaned to remove degenerate segments as part of the
iteration process. I suspect this will also fix issues with computing normal
vectors to degenerate segments. Benchmarking suggests that this change may
result in slightly (< 1%) slower path drawing due to the checks for
degeneracy. This overhead could be removed (in fact, a significant speedup
could occur) if the results of iterating to clean up the path were cached.
This would cost memory, of course, and quite a bit of it.
BUG=398
TEST=tests/PathTest.cpp
gm/cubicpaths.cpp
gm/degeneratesegments.cpp
gm/movepaths.cpp
gm/linepaths.cpp
gm/quadpaths.cpp
Review URL: http://codereview.appspot.com/5482051
git-svn-id: http://skia.googlecode.com/svn/trunk@2901 2bbb7eff-a529-9590-31e7-b0007b416f81
copy of the texels in VRAM rather than a readback and re-upload. This
gives a 3-10X speedup on recursive canvas-to-canvas draws.
N.B.: This introduces a new GM test, which will need new baselines.
git-svn-id: http://skia.googlecode.com/svn/trunk@2790 2bbb7eff-a529-9590-31e7-b0007b416f81
Remove the imageblur test from gmslides.gypi for now, since SkPicture output
is incorrect. SkImageFilter is not flattenable, so the output is black.
git-svn-id: http://skia.googlecode.com/svn/trunk@2647 2bbb7eff-a529-9590-31e7-b0007b416f81
SkBlurImageFilter, sets it on an SkPaint, passes that paint to saveLayer(),
draws the primitives which are to be blurred, then calls restore(), which
applies the blur. The blurs have separate sizes in the horizontal and vertical
direction. This feature is GPU-only for now.
NB: Due to the clipping change, there are slight pixel differences on the
blurs_gpu and shadows_gpu tests, so those will require rebaselining on all
platforms, as will some of the WebKit layout tests (TBD).
Review URL: http://codereview.appspot.com/5322068/
git-svn-id: http://skia.googlecode.com/svn/trunk@2643 2bbb7eff-a529-9590-31e7-b0007b416f81