/* * Copyright 2013 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gm.h" #include "SkCanvas.h" #include "SkBlurMaskFilter.h" #if SK_SUPPORT_GPU #include "GrContext.h" namespace skiagm { extern GrContext* GetGr(); }; void GrContext::setMaxTextureSizeOverride(int maxTextureSizeOverride) { fMaxTextureSizeOverride = maxTextureSizeOverride; } #endif // Create a black&white checked texture with a 1-pixel red ring // around the outside edge static void make_red_ringed_bitmap(SkBitmap* result, int width, int height) { SkASSERT(0 == width % 2 && 0 == width % 2); result->setConfig(SkBitmap::kARGB_8888_Config, width, height); result->allocPixels(); SkAutoLockPixels lock(*result); SkPMColor* scanline = result->getAddr32(0, 0); for (int x = 0; x < width; ++x) { scanline[x] = SK_ColorRED; } for (int y = 1; y < height/2; ++y) { scanline = result->getAddr32(0, y); scanline[0] = SK_ColorRED; for (int x = 1; x < width/2; ++x) { scanline[x] = SK_ColorBLACK; } for (int x = width/2; x < width-1; ++x) { scanline[x] = SK_ColorWHITE; } scanline[width-1] = SK_ColorRED; } for (int y = height/2; y < height-1; ++y) { scanline = result->getAddr32(0, y); scanline[0] = SK_ColorRED; for (int x = 1; x < width/2; ++x) { scanline[x] = SK_ColorWHITE; } for (int x = width/2; x < width-1; ++x) { scanline[x] = SK_ColorBLACK; } scanline[width-1] = SK_ColorRED; } scanline = result->getAddr32(0, height-1); for (int x = 0; x < width; ++x) { scanline[x] = SK_ColorRED; } result->setIsOpaque(true); result->setImmutable(); } // This GM exercises the drawBitmapRectToRect "bleed" flag class BleedGM : public skiagm::GM { public: BleedGM() {} protected: virtual SkString onShortName() SK_OVERRIDE { return SkString("bleed"); } virtual SkISize onISize() SK_OVERRIDE { return SkISize::Make(kWidth, kHeight); } virtual void onOnceBeforeDraw() SK_OVERRIDE { make_red_ringed_bitmap(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize); // To exercise the GPU's tiling path we need a texture // too big for the GPU to handle in one go make_red_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize); } // Draw only the center of the small bitmap void drawCase1(SkCanvas* canvas, int transX, int transY, SkCanvas::DrawBitmapRectFlags flags, bool filter) { SkRect src = SkRect::MakeXYWH(1, 1, kSmallTextureSize-2, kSmallTextureSize-2); SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterBitmap(filter); canvas->save(); canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags); canvas->restore(); } // Draw almost all of the large bitmap void drawCase2(SkCanvas* canvas, int transX, int transY, SkCanvas::DrawBitmapRectFlags flags, bool filter) { SkRect src = SkRect::MakeXYWH(1, 1, SkIntToScalar(fBitmapBig.width()-2), SkIntToScalar(fBitmapBig.height()-2)); SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterBitmap(filter); canvas->save(); canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags); canvas->restore(); } // Draw ~1/4 of the large bitmap void drawCase3(SkCanvas* canvas, int transX, int transY, SkCanvas::DrawBitmapRectFlags flags, bool filter) { SkRect src = SkRect::MakeXYWH(1, 1, SkIntToScalar(fBitmapBig.width()/2-1), SkIntToScalar(fBitmapBig.height()/2-1)); SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterBitmap(filter); canvas->save(); canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags); canvas->restore(); } // Draw the center of the small bitmap with a mask filter void drawCase4(SkCanvas* canvas, int transX, int transY, SkCanvas::DrawBitmapRectFlags flags, bool filter) { SkRect src = SkRect::MakeXYWH(1, 1, kSmallTextureSize-2, kSmallTextureSize-2); SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterBitmap(filter); SkMaskFilter* mf = SkBlurMaskFilter::Create(SkIntToScalar(3), SkBlurMaskFilter::kNormal_BlurStyle); paint.setMaskFilter(mf)->unref(); canvas->save(); canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags); canvas->restore(); } virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE { canvas->clear(SK_ColorGRAY); // First draw a column with no bleeding, tiling, or filtering this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, false); this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, false); this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, false); this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, false); // Then draw a column with no bleeding or tiling but with filtering this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, true); this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, true); this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, true); this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, true); #if SK_SUPPORT_GPU GrContext* ctx = skiagm::GetGr(); 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 filtering this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, true); this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, true); this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, true); this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, true); // Finally draw a column with all three (bleeding, tiling, and filtering) this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, true); this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, true); this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, true); this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, true); #if SK_SUPPORT_GPU if (NULL != ctx) { ctx->setMaxTextureSizeOverride(oldMaxTextureSize); } #endif } private: static const int kBlockSize = 90; static const int kBlockSpacing = 10; static const int kCol0X = kBlockSpacing; static const int kCol1X = 2*kBlockSpacing + kBlockSize; static const int kCol2X = 3*kBlockSpacing + 2*kBlockSize; static const int kCol3X = 4*kBlockSpacing + 3*kBlockSize; static const int kWidth = 5*kBlockSpacing + 4*kBlockSize; static const int kRow0Y = kBlockSpacing; 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 = 4; static const int kMaxTextureSize = 32; SkBitmap fBitmapSmall; SkBitmap fBitmapBig; typedef GM INHERITED; }; DEF_GM( return new BleedGM(); )