7fde8e1728
This almost gets gms to be iwyu clean. The last bit is around gm.cpp and the tracing framework and its use of atomic. Will also need a way of keeping things from regressing, which is difficult due to needing to do this outside-in. Change-Id: I1393531e99da8b0f1a29f55c53c86d53f459af7d Reviewed-on: https://skia-review.googlesource.com/c/skia/+/211593 Reviewed-by: Herb Derby <herb@google.com> Commit-Queue: Ben Wagner <bungeman@google.com>
96 lines
2.7 KiB
C++
96 lines
2.7 KiB
C++
/*
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* Copyright 2014 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/gm.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkImageInfo.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkShader.h"
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#include "include/core/SkSize.h"
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#include "include/core/SkString.h"
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#include "include/core/SkSurface.h"
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#include "include/core/SkTypes.h"
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#include "include/utils/SkRandom.h"
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#include "tools/ToolUtils.h"
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class GrContext;
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class GrRenderTargetContext;
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namespace skiagm {
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/*
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* This GM exercises SkCanvas::discard() by creating an offscreen SkSurface and repeatedly
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* discarding it, drawing to it, and then drawing it to the main canvas.
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*/
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class DiscardGM : public GpuGM {
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public:
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DiscardGM() {
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}
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protected:
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SkString onShortName() override {
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return SkString("discard");
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}
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SkISize onISize() override {
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return SkISize::Make(100, 100);
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}
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DrawResult onDraw(GrContext* context, GrRenderTargetContext*, SkCanvas* canvas,
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SkString* errorMsg) override {
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SkISize size = this->getISize();
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size.fWidth /= 10;
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size.fHeight /= 10;
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SkImageInfo info = SkImageInfo::MakeN32Premul(size);
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auto surface = SkSurface::MakeRenderTarget(context, SkBudgeted::kNo, info);
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if (nullptr == surface) {
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*errorMsg = "Could not create render target.";
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return DrawResult::kFail;
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}
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canvas->clear(SK_ColorBLACK);
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SkRandom rand;
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for (int x = 0; x < 10; ++x) {
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for (int y = 0; y < 10; ++y) {
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surface->getCanvas()->discard();
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// Make something that isn't too close to the background color, black.
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SkColor color = ToolUtils::color_to_565(rand.nextU() | 0xFF404040);
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switch (rand.nextULessThan(3)) {
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case 0:
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surface->getCanvas()->drawColor(color);
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break;
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case 1:
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surface->getCanvas()->clear(color);
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break;
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case 2:
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SkPaint paint;
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paint.setShader(SkShaders::Color(color));
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surface->getCanvas()->drawPaint(paint);
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break;
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}
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surface->draw(canvas, 10.f*x, 10.f*y, nullptr);
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}
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}
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surface->getCanvas()->discard();
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return DrawResult::kOk;
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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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DEF_GM(return new DiscardGM;)
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} // end namespace
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