skia2/gm/texdata.cpp
robertphillips 175dd9b5e3 Clean up test drawContext usage
The general idea is to provide access to SkGpuDevice's drawContext rather than its GrRenderTarget. That is usually what the testing framework actually wants.

GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1930623003

Review-Url: https://codereview.chromium.org/1930623003
2016-04-28 14:32:04 -07:00

124 lines
3.9 KiB
C++

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
// This test only works with the GPU backend.
#include "gm.h"
#if SK_SUPPORT_GPU
#include "GrContext.h"
#include "GrDrawContext.h"
#include "SkColorPriv.h"
#include "effects/GrPorterDuffXferProcessor.h"
#include "effects/GrSimpleTextureEffect.h"
static const int S = 200;
DEF_SIMPLE_GM_BG(texdata, canvas, 2 * S, 2 * S, SK_ColorBLACK) {
GrDrawContext* drawContext = canvas->internal_private_accessTopLayerDrawContext();
if (!drawContext) {
skiagm::GM::DrawGpuOnlyMessage(canvas);
return;
}
GrContext* context = canvas->getGrContext();
if (!context) {
return;
}
SkAutoTArray<SkPMColor> gTextureData((2 * S) * (2 * S));
static const int stride = 2 * S;
static const SkPMColor gray = SkPackARGB32(0x40, 0x40, 0x40, 0x40);
static const SkPMColor white = SkPackARGB32(0xff, 0xff, 0xff, 0xff);
static const SkPMColor red = SkPackARGB32(0x80, 0x80, 0x00, 0x00);
static const SkPMColor blue = SkPackARGB32(0x80, 0x00, 0x00, 0x80);
static const SkPMColor green = SkPackARGB32(0x80, 0x00, 0x80, 0x00);
static const SkPMColor black = SkPackARGB32(0x00, 0x00, 0x00, 0x00);
for (int i = 0; i < 2; ++i) {
int offset = 0;
// fill upper-left
for (int y = 0; y < S; ++y) {
for (int x = 0; x < S; ++x) {
gTextureData[offset + y * stride + x] = gray;
}
}
// fill upper-right
offset = S;
for (int y = 0; y < S; ++y) {
for (int x = 0; x < S; ++x) {
gTextureData[offset + y * stride + x] = white;
}
}
// fill lower left
offset = S * stride;
for (int y = 0; y < S; ++y) {
for (int x = 0; x < S; ++x) {
gTextureData[offset + y * stride + x] = black;
}
}
// fill lower right
offset = S * stride + S;
for (int y = 0; y < S; ++y) {
for (int x = 0; x < S; ++x) {
gTextureData[offset + y * stride + x] = gray;
}
}
GrSurfaceDesc desc;
// use RT flag bit because in GL it makes the texture be bottom-up
desc.fFlags = i ? kRenderTarget_GrSurfaceFlag :
kNone_GrSurfaceFlags;
desc.fConfig = kSkia8888_GrPixelConfig;
desc.fWidth = 2 * S;
desc.fHeight = 2 * S;
GrTexture* texture = context->textureProvider()->createTexture(
desc, SkBudgeted::kNo, gTextureData.get(), 0);
if (!texture) {
return;
}
SkAutoTUnref<GrTexture> au(texture);
// setup new clip
GrClip clip(SkRect::MakeWH(2*S, 2*S));
GrPaint paint;
paint.setPorterDuffXPFactory(SkXfermode::kSrcOver_Mode);
SkMatrix vm;
if (i) {
vm.setRotate(90 * SK_Scalar1,
S * SK_Scalar1,
S * SK_Scalar1);
} else {
vm.reset();
}
SkMatrix tm;
tm = vm;
tm.postIDiv(2*S, 2*S);
paint.addColorTextureProcessor(texture, tm);
drawContext->drawRect(clip, paint, vm, SkRect::MakeWH(2*S, 2*S));
// now update the lower right of the texture in first pass
// or upper right in second pass
offset = 0;
for (int y = 0; y < S; ++y) {
for (int x = 0; x < S; ++x) {
gTextureData[offset + y * stride + x] =
((x + y) % 2) ? (i ? green : red) : blue;
}
}
texture->writePixels(S, (i ? 0 : S), S, S,
texture->config(), gTextureData.get(),
4 * stride);
drawContext->drawRect(clip, paint, vm, SkRect::MakeWH(2*S, 2*S));
}
}
#endif