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
153 lines
3.8 KiB
C++
153 lines
3.8 KiB
C++
/*
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* Copyright 2012 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 "SkCanvas.h"
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#include "SkShader.h"
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#include "SkStippleMaskFilter.h"
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namespace skiagm {
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/**
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* Stress test the samplers by rendering a textured glyph with a mask and
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* an AA clip
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*/
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class SamplerStressGM : public GM {
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public:
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SamplerStressGM()
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: fTextureCreated(false)
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, fShader(NULL)
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, fMaskFilter(NULL) {
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}
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virtual ~SamplerStressGM() {
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}
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protected:
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virtual SkString onShortName() {
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return SkString("samplerstress");
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}
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virtual SkISize onISize() {
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return SkISize::Make(640, 480);
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}
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/**
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* Create a red & green stripes on black texture
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*/
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void createTexture() {
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if (fTextureCreated) {
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return;
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}
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static const int xSize = 16;
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static const int ySize = 16;
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fTexture.allocN32Pixels(xSize, ySize);
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SkPMColor* addr = fTexture.getAddr32(0, 0);
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for (int y = 0; y < ySize; ++y) {
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for (int x = 0; x < xSize; ++x) {
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addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorBLACK);
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if ((y % 5) == 0) {
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addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorRED);
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}
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if ((x % 7) == 0) {
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addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorGREEN);
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}
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}
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}
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fTextureCreated = true;
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}
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void createShader() {
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if (NULL != fShader.get()) {
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return;
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}
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createTexture();
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fShader.reset(SkShader::CreateBitmapShader(fTexture,
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SkShader::kRepeat_TileMode,
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SkShader::kRepeat_TileMode));
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}
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void createMaskFilter() {
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if (NULL != fMaskFilter.get()) {
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return;
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}
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fMaskFilter.reset(SkStippleMaskFilter::Create());
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}
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virtual void onDraw(SkCanvas* canvas) {
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createShader();
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createMaskFilter();
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canvas->save();
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// draw a letter "M" with a green & red striped texture and a
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// stipple mask with a round rect soft clip
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SkPaint paint;
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paint.setAntiAlias(true);
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paint.setTextSize(72);
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paint.setShader(fShader.get());
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paint.setMaskFilter(fMaskFilter.get());
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SkRect temp;
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temp.set(SkIntToScalar(115),
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SkIntToScalar(75),
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SkIntToScalar(144),
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SkIntToScalar(110));
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SkPath path;
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path.addRoundRect(temp, SkIntToScalar(5), SkIntToScalar(5));
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canvas->clipPath(path, SkRegion::kReplace_Op, true); // AA is on
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canvas->drawText("M", 1,
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SkIntToScalar(100), SkIntToScalar(100),
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paint);
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canvas->restore();
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// Now draw stroked versions of the "M" and the round rect so we can
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// see what is going on
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SkPaint paint2;
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paint2.setColor(SK_ColorBLACK);
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paint2.setAntiAlias(true);
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paint2.setTextSize(72);
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paint2.setStyle(SkPaint::kStroke_Style);
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paint2.setStrokeWidth(1);
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canvas->drawText("M", 1,
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SkIntToScalar(100), SkIntToScalar(100),
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paint2);
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paint2.setColor(SK_ColorGRAY);
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canvas->drawPath(path, paint2);
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}
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private:
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SkBitmap fTexture;
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bool fTextureCreated;
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SkAutoTUnref<SkShader> fShader;
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SkAutoTUnref<SkMaskFilter> fMaskFilter;
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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 SamplerStressGM; }
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static GMRegistry reg(MyFactory);
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}
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