278615afb4
I'm not hitting SkVMBlitter with a 3D mask without also implementing support for SkColorShader. Adding this green "World" tests that path with a paint color, and should let me test and land 3D mask support before adding shader support. Change-Id: I9020a14a8a77dd2946c094308e5ad04beea20068 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/251439 Auto-Submit: Mike Klein <mtklein@google.com> Reviewed-by: Mike Reed <reed@google.com> Commit-Queue: Mike Klein <mtklein@google.com>
95 lines
2.9 KiB
C++
95 lines
2.9 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/SkBitmap.h"
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#include "include/core/SkBlendMode.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/SkColorFilter.h"
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#include "include/core/SkFont.h"
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#include "include/core/SkMaskFilter.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkScalar.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/SkTypeface.h"
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#include "src/core/SkBlurMask.h"
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#include "src/effects/SkEmbossMaskFilter.h"
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static SkBitmap make_bm() {
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SkBitmap bm;
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bm.allocN32Pixels(100, 100);
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SkCanvas canvas(bm);
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canvas.clear(0);
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SkPaint paint;
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paint.setAntiAlias(true);
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canvas.drawCircle(50, 50, 50, paint);
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return bm;
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}
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class EmbossGM : public skiagm::GM {
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public:
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EmbossGM() {
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}
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protected:
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SkString onShortName() override {
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return SkString("emboss");
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}
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SkISize onISize() override {
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return SkISize::Make(600, 120);
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}
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void onDraw(SkCanvas* canvas) override {
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SkPaint paint;
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SkBitmap bm = make_bm();
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canvas->drawBitmap(bm, 10, 10, &paint);
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canvas->translate(bm.width() + SkIntToScalar(10), 0);
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paint.setMaskFilter(SkEmbossMaskFilter::Make(
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SkBlurMask::ConvertRadiusToSigma(3),
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{ { SK_Scalar1, SK_Scalar1, SK_Scalar1 }, 0, 128, 16*2 }));
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canvas->drawBitmap(bm, 10, 10, &paint);
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canvas->translate(bm.width() + SkIntToScalar(10), 0);
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// this combination of emboss+colorfilter used to crash -- so we exercise it to
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// confirm that we have a fix.
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paint.setColorFilter(SkColorFilters::Blend(0xFFFF0000, SkBlendMode::kSrcATop));
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canvas->drawBitmap(bm, 10, 10, &paint);
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canvas->translate(bm.width() + SkIntToScalar(10), 0);
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paint.setAntiAlias(true);
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paint.setStyle(SkPaint::kStroke_Style);
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paint.setStrokeWidth(SkIntToScalar(10));
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paint.setMaskFilter(SkEmbossMaskFilter::Make(
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SkBlurMask::ConvertRadiusToSigma(4),
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{ { SK_Scalar1, SK_Scalar1, SK_Scalar1 }, 0, 128, 16*2 }));
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paint.setColorFilter(nullptr);
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paint.setShader(SkShaders::Color(SK_ColorBLUE));
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paint.setDither(true);
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canvas->drawCircle(SkIntToScalar(50), SkIntToScalar(50),
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SkIntToScalar(30), paint);
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canvas->translate(SkIntToScalar(100), 0);
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paint.setStyle(SkPaint::kFill_Style);
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canvas->drawString("Hello", 0, 50, SkFont(nullptr, 50), paint);
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paint.setShader(nullptr);
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paint.setColor(SK_ColorGREEN);
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canvas->drawString("World", 0, 100, SkFont(nullptr, 50), paint);
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}
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private:
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typedef skiagm::GM INHERITED;
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};
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DEF_GM(return new EmbossGM;)
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