skia2/gm/bitmapshader.cpp
Greg Daniel 719239cd69 Move all Ganesh source files into ganesh subdirectory.
Change-Id: I238d29ba0250224fa593845ae65192653f58faff
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/528156
Reviewed-by: Kevin Lubick <kjlubick@google.com>
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Greg Daniel <egdaniel@google.com>
2022-04-07 21:06:50 +00:00

151 lines
4.4 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/gm.h"
#include "include/core/SkBitmap.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColor.h"
#include "include/core/SkImageInfo.h"
#include "include/core/SkMatrix.h"
#include "include/core/SkPaint.h"
#include "include/core/SkRect.h"
#include "include/core/SkShader.h"
#include "include/core/SkSize.h"
#include "include/core/SkString.h"
#include "include/core/SkTileMode.h"
#include "include/core/SkTypes.h"
#include "include/gpu/GrRecordingContext.h"
#include "src/gpu/ganesh/GrCaps.h"
#include "src/gpu/ganesh/GrRecordingContextPriv.h"
namespace skiagm {
static sk_sp<SkImage> draw_bm() {
SkPaint bluePaint;
bluePaint.setColor(SK_ColorBLUE);
SkBitmap bm;
bm.allocN32Pixels(20, 20);
bm.eraseColor(SK_ColorRED);
SkCanvas(bm).drawCircle(10, 10, 5, bluePaint);
return bm.asImage();
}
static sk_sp<SkImage> draw_mask() {
SkPaint circlePaint;
circlePaint.setColor(SK_ColorBLACK);
SkBitmap bm;
bm.allocPixels(SkImageInfo::MakeA8(20, 20));
bm.eraseColor(SK_ColorTRANSPARENT);
SkCanvas(bm).drawCircle(10, 10, 10, circlePaint);
return bm.asImage();
}
class BitmapShaderGM : public GM {
protected:
void onOnceBeforeDraw() override {
this->setBGColor(SK_ColorGRAY);
fImage = draw_bm();
fMask = draw_mask();
}
SkString onShortName() override {
return SkString("bitmapshaders");
}
SkISize onISize() override {
return SkISize::Make(150, 100);
}
void onDraw(SkCanvas* canvas) override {
SkPaint paint;
for (int i = 0; i < 2; i++) {
SkMatrix s;
s.reset();
if (1 == i) {
s.setScale(1.5f, 1.5f);
s.postTranslate(2, 2);
}
canvas->save();
paint.setShader(fImage->makeShader(SkSamplingOptions(), s));
// draw the shader with a bitmap mask
canvas->drawImage(fMask, 0, 0, SkSamplingOptions(), &paint);
// no blue circle expected (the bitmap shader's coordinates are aligned to CTM still)
canvas->drawImage(fMask, 30, 0, SkSamplingOptions(), &paint);
canvas->translate(0, 25);
canvas->drawCircle(10, 10, 10, paint);
canvas->drawCircle(40, 10, 10, paint); // no blue circle expected
canvas->translate(0, 25);
// clear the shader, colorized by a solid color with a bitmap mask
paint.setShader(nullptr);
paint.setColor(SK_ColorGREEN);
canvas->drawImage(fMask, 0, 0, SkSamplingOptions(), &paint);
canvas->drawImage(fMask, 30, 0, SkSamplingOptions(), &paint);
canvas->translate(0, 25);
paint.setShader(fMask->makeShader(SkTileMode::kRepeat, SkTileMode::kRepeat,
SkSamplingOptions(), s));
paint.setColor(SK_ColorRED);
// draw the mask using the shader and a color
canvas->drawRect(SkRect::MakeXYWH(0, 0, 20, 20), paint);
canvas->drawRect(SkRect::MakeXYWH(30, 0, 20, 20), paint);
canvas->restore();
canvas->translate(60, 0);
}
}
private:
sk_sp<SkImage> fImage, fMask;
using INHERITED = GM;
};
DEF_SIMPLE_GM(hugebitmapshader, canvas, 100, 100) {
SkPaint paint;
SkBitmap bitmap;
// The huge height will exceed GL_MAX_TEXTURE_SIZE. We test that the GL backend will at least
// draw something with a default paint instead of drawing nothing.
//
// (See https://skia-review.googlesource.com/c/skia/+/73200)
int bitmapW = 1;
int bitmapH = 60000;
if (auto ctx = canvas->recordingContext()) {
bitmapH = ctx->priv().caps()->maxTextureSize() + 1;
}
bitmap.setInfo(SkImageInfo::MakeA8(bitmapW, bitmapH), bitmapW);
uint8_t* pixels = new uint8_t[bitmapH];
for(int i = 0; i < bitmapH; ++i) {
pixels[i] = i & 0xff;
}
bitmap.setPixels(pixels);
paint.setShader(bitmap.makeShader(SkTileMode::kMirror, SkTileMode::kMirror,
SkSamplingOptions()));
paint.setColor(SK_ColorRED);
paint.setAntiAlias(true);
canvas->drawCircle(50, 50, 50, paint);
delete [] pixels;
}
//////////////////////////////////////////////////////////////////////////////
DEF_GM( return new BitmapShaderGM; )
} // namespace skiagm