skia2/gm/vertices.cpp
Brian Salomon 3f36369a94 Batch across matrix changes in drawVertices and add GM to test.
Change-Id: I6b08d37781e3c715a1d9d8c9729667ec78625836
Reviewed-on: https://skia-review.googlesource.com/7949
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
2017-02-03 02:34:37 +00:00

238 lines
8.2 KiB
C++

/*
* 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 "SkColorFilter.h"
#include "SkGradientShader.h"
#include "SkRandom.h"
static constexpr SkScalar kShaderSize = 40;
static sk_sp<SkShader> make_shader1() {
const SkColor colors[] = {
SK_ColorRED, SK_ColorCYAN, SK_ColorGREEN, SK_ColorWHITE,
SK_ColorMAGENTA, SK_ColorBLUE, SK_ColorYELLOW,
};
const SkPoint pts[] = {{kShaderSize / 4, 0}, {3 * kShaderSize / 4, kShaderSize}};
return SkGradientShader::MakeLinear(pts, colors, nullptr, SK_ARRAY_COUNT(colors),
SkShader::kMirror_TileMode);
}
static sk_sp<SkShader> make_shader2() {
return SkShader::MakeColorShader(SK_ColorBLUE);
}
static sk_sp<SkColorFilter> make_color_filter() {
return SkColorFilter::MakeModeFilter(0xFFAABBCC, SkBlendMode::kDarken);
}
static constexpr SkScalar kMeshSize = 30;
// start with the center of a 3x3 grid of vertices.
static constexpr uint16_t kMeshFan[] = {
4,
0, 1, 2, 5, 8, 7, 6, 3, 0
};
static const int kMeshVertexCnt = 9;
static void fill_mesh(SkPoint pts[kMeshVertexCnt], SkPoint texs[kMeshVertexCnt],
SkColor colors[kMeshVertexCnt]) {
pts[0].set(0, 0);
pts[1].set(kMeshSize / 2, 3);
pts[2].set(kMeshSize, 0);
pts[3].set(3, kMeshSize / 2);
pts[4].set(kMeshSize / 2, kMeshSize / 2);
pts[5].set(kMeshSize - 3, kMeshSize / 2);
pts[6].set(0, kMeshSize);
pts[7].set(kMeshSize / 2, kMeshSize - 3);
pts[8].set(kMeshSize, kMeshSize);
texs[0].set(0, 0);
texs[1].set(kShaderSize / 2, 0);
texs[2].set(kShaderSize, 0);
texs[3].set(0, kShaderSize / 2);
texs[4].set(kShaderSize / 2, kShaderSize / 2);
texs[5].set(kShaderSize, kShaderSize / 2);
texs[6].set(0, kShaderSize);
texs[7].set(kShaderSize / 2, kShaderSize);
texs[8].set(kShaderSize, kShaderSize);
SkRandom rand;
for (size_t i = 0; i < kMeshVertexCnt; ++i) {
colors[i] = rand.nextU() | 0xFF000000;
}
}
class VerticesGM : public skiagm::GM {
SkPoint fPts[kMeshVertexCnt];
SkPoint fTexs[kMeshVertexCnt];
SkColor fColors[kMeshVertexCnt];
sk_sp<SkShader> fShader1;
sk_sp<SkShader> fShader2;
sk_sp<SkColorFilter> fColorFilter;
public:
VerticesGM() {}
protected:
void onOnceBeforeDraw() override {
fill_mesh(fPts, fTexs, fColors);
fShader1 = make_shader1();
fShader2 = make_shader2();
fColorFilter = make_color_filter();
}
SkString onShortName() override {
SkString name("vertices");
return name;
}
SkISize onISize() override {
return SkISize::Make(600, 600);
}
void onDraw(SkCanvas* canvas) override {
const struct {
const SkColor* fColors;
const SkPoint* fTexs;
const sk_sp<SkShader>& fShader;
const sk_sp<SkColorFilter>& fColorFilter;
uint8_t fAlpha;
} rec[] = {
{ fColors, nullptr, fShader1, nullptr , 0xFF },
{ nullptr, fTexs , fShader1, nullptr , 0xFF },
{ fColors, fTexs , fShader1, nullptr , 0xFF },
{ fColors, nullptr, fShader2, nullptr , 0xFF },
{ nullptr, fTexs , fShader2, nullptr , 0xFF },
{ fColors, fTexs , fShader2, nullptr , 0xFF },
{ fColors, nullptr, fShader1, fColorFilter, 0xFF },
{ nullptr, fTexs , fShader1, fColorFilter, 0xFF },
{ fColors, fTexs , fShader1, fColorFilter, 0xFF },
{ fColors, nullptr, fShader2, fColorFilter, 0xFF },
{ nullptr, fTexs , fShader2, fColorFilter, 0xFF },
{ fColors, fTexs , fShader2, fColorFilter, 0xFF },
{ fColors, nullptr, fShader1, nullptr , 0x80 },
{ nullptr, fTexs , fShader1, nullptr , 0x80 },
{ fColors, fTexs , fShader1, nullptr , 0x80 },
{ fColors, nullptr, fShader2, nullptr , 0x80 },
{ nullptr, fTexs , fShader2, nullptr , 0x80 },
{ fColors, fTexs , fShader2, nullptr , 0x80 },
{ fColors, nullptr, fShader1, fColorFilter, 0x80 },
{ nullptr, fTexs , fShader1, fColorFilter, 0x80 },
{ fColors, fTexs , fShader1, fColorFilter, 0x80 },
{ fColors, nullptr, fShader2, fColorFilter, 0x80 },
{ nullptr, fTexs , fShader2, fColorFilter, 0x80 },
{ fColors, fTexs , fShader2, fColorFilter, 0x80 },
};
const SkBlendMode modes[] = {
SkBlendMode::kClear,
SkBlendMode::kSrc,
SkBlendMode::kDst,
SkBlendMode::kSrcOver,
SkBlendMode::kDstOver,
SkBlendMode::kSrcIn,
SkBlendMode::kDstIn,
SkBlendMode::kSrcOut,
SkBlendMode::kDstOut,
SkBlendMode::kSrcATop,
SkBlendMode::kDstATop,
SkBlendMode::kXor,
SkBlendMode::kPlus,
SkBlendMode::kModulate,
SkBlendMode::kScreen,
SkBlendMode::kOverlay,
SkBlendMode::kDarken,
SkBlendMode::kLighten,
SkBlendMode::kColorDodge,
SkBlendMode::kColorBurn,
SkBlendMode::kHardLight,
SkBlendMode::kSoftLight,
SkBlendMode::kDifference,
SkBlendMode::kExclusion,
SkBlendMode::kMultiply,
SkBlendMode::kHue,
SkBlendMode::kSaturation,
SkBlendMode::kColor,
SkBlendMode::kLuminosity,
};
SkPaint paint;
canvas->translate(4, 4);
int x = 0;
for (size_t j = 0; j < SK_ARRAY_COUNT(modes); ++j) {
canvas->save();
for (size_t i = 0; i < SK_ARRAY_COUNT(rec); ++i) {
paint.setShader(rec[i].fShader);
paint.setColorFilter(rec[i].fColorFilter);
paint.setAlpha(rec[i].fAlpha);
//if (2 == x)
canvas->drawVertices(SkCanvas::kTriangleFan_VertexMode, kMeshVertexCnt, fPts,
rec[i].fTexs, rec[i].fColors, modes[j], kMeshFan,
SK_ARRAY_COUNT(kMeshFan), paint);
canvas->translate(40, 0);
++x;
}
canvas->restore();
canvas->translate(0, 40);
}
}
private:
typedef skiagm::GM INHERITED;
};
/////////////////////////////////////////////////////////////////////////////////////
DEF_GM(return new VerticesGM();)
// This test exists to exercise batching in the gpu backend.
DEF_SIMPLE_GM(vertices_batching, canvas, 50, 500) {
SkPoint pts[kMeshVertexCnt];
SkPoint texs[kMeshVertexCnt];
SkColor colors[kMeshVertexCnt];
fill_mesh(pts, texs, colors);
SkTDArray<SkMatrix> matrices;
matrices.push()->reset();
matrices.push()->setTranslate(0, 40);
SkMatrix* m = matrices.push();
m->setRotate(45, kMeshSize / 2, kMeshSize / 2);
m->postScale(1.2f, .8f, kMeshSize / 2, kMeshSize / 2);
m->postTranslate(0, 80);
auto shader = make_shader1();
// Triangle fans can't batch so we convert to regular triangles,
static constexpr int kNumTris = SK_ARRAY_COUNT(kMeshFan) - 2;
uint16_t indices[3 * kNumTris];
for (size_t i = 0; i < kNumTris; ++i) {
indices[3 * i] = kMeshFan[0];
indices[3 * i + 1] = kMeshFan[i + 1];
indices[3 * i + 2] = kMeshFan[i + 2];
}
canvas->translate(10, 10);
for (bool useShader : {false, true}) {
for (bool useTex : {false, true}) {
for (const auto& m : matrices) {
canvas->save();
canvas->concat(m);
SkPaint paint;
const SkPoint* t = useTex ? texs : nullptr;
paint.setShader(useShader ? shader : nullptr);
canvas->drawVertices(SkCanvas::kTriangles_VertexMode, kMeshVertexCnt, pts, t,
colors, indices, SK_ARRAY_COUNT(indices), paint);
canvas->restore();
}
canvas->translate(0, 120);
}
}
}