7cdc1ee115
Now that we're drawing tiles threaded like implside painting, remove the checks that those lock counts are balanced. They're just not right for anyone anymore. SkBitmaps themselves are not threadsafe (even const ones), so shallow copy them on playback of an SkRecord. (The underlying SkPixelRefs are threadsafe.) Simplify quilt drawing by using SkBitmap::extractSubset. No need for locking. Bump up to 256x256 tiles. 16x16 tiles just murders performance (way too much contention). This has the nice side effect of letting us enable a bunch more GMs for quilt mode; they drew wrong with small tiles but exactly right with large. BUG=171776 R=reed@google.com, mtklein@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/371023005
107 lines
3.7 KiB
C++
107 lines
3.7 KiB
C++
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/*
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* Copyright 2013 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm.h"
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#include "SkGradientShader.h"
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using namespace skiagm;
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struct GradData {
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int fCount;
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const SkColor* fColors;
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const SkScalar* fPos;
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};
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static const SkColor gColors[] = {
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SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorWHITE, SK_ColorBLACK,
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SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorWHITE, SK_ColorBLACK,
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SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorWHITE, SK_ColorBLACK,
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SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorWHITE, SK_ColorBLACK,
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SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorWHITE, SK_ColorBLACK,
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SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorWHITE, SK_ColorBLACK,
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SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorWHITE, SK_ColorBLACK,
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SK_ColorRED, SK_ColorGREEN, SK_ColorBLUE, SK_ColorWHITE, SK_ColorBLACK,
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};
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//static const SkScalar gPos[] = { SK_Scalar1*999/2000, SK_Scalar1*1001/2000 };
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static const GradData gGradData[] = {
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{ 40, gColors, NULL },
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// { 2, gColors, gPos },
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// { 2, gCol2, NULL },
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};
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static SkShader* MakeLinear(const SkPoint pts[2], const GradData& data, SkShader::TileMode tm) {
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return SkGradientShader::CreateLinear(pts, data.fColors, data.fPos, data.fCount, tm);
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}
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static SkShader* MakeRadial(const SkPoint pts[2], const GradData& data, SkShader::TileMode tm) {
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SkPoint center;
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center.set(SkScalarAve(pts[0].fX, pts[1].fX),
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SkScalarAve(pts[0].fY, pts[1].fY));
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return SkGradientShader::CreateRadial(center, center.fX, data.fColors,
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data.fPos, data.fCount, tm);
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}
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static SkShader* MakeSweep(const SkPoint pts[2], const GradData& data, SkShader::TileMode) {
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SkPoint center;
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center.set(SkScalarAve(pts[0].fX, pts[1].fX),
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SkScalarAve(pts[0].fY, pts[1].fY));
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return SkGradientShader::CreateSweep(center.fX, center.fY, data.fColors, data.fPos, data.fCount);
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}
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typedef SkShader* (*GradMaker)(const SkPoint pts[2], const GradData& data, SkShader::TileMode tm);
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static const GradMaker gGradMakers[] = {
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MakeLinear, MakeRadial, MakeSweep,
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};
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///////////////////////////////////////////////////////////////////////////////
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class GradientsGM : public GM {
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public:
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GradientsGM() {
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this->setBGColor(0xFFDDDDDD);
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}
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protected:
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SkString onShortName() SK_OVERRIDE { return SkString("gradient_dirty_laundry"); }
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virtual SkISize onISize() SK_OVERRIDE { return SkISize::Make(640, 615); }
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virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
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SkPoint pts[2] = { { 0, 0 },
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{ SkIntToScalar(100), SkIntToScalar(100) }
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};
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SkShader::TileMode tm = SkShader::kClamp_TileMode;
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SkRect r = { 0, 0, SkIntToScalar(100), SkIntToScalar(100) };
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SkPaint paint;
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paint.setAntiAlias(true);
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canvas->translate(SkIntToScalar(20), SkIntToScalar(20));
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for (size_t i = 0; i < SK_ARRAY_COUNT(gGradData); i++) {
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canvas->save();
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for (size_t j = 0; j < SK_ARRAY_COUNT(gGradMakers); j++) {
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SkShader* shader = gGradMakers[j](pts, gGradData[i], tm);
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paint.setShader(shader)->unref();
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canvas->drawRect(r, paint);
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canvas->translate(0, SkIntToScalar(120));
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}
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canvas->restore();
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canvas->translate(SkIntToScalar(120), 0);
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}
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}
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private:
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typedef GM INHERITED;
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};
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///////////////////////////////////////////////////////////////////////////////
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static GM* MyFactory(void*) { return new GradientsGM; }
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static GMRegistry reg(MyFactory);
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