d46dce3de5
Adapting gray to 565 will add a noticeable purple/green tint. I'd rather only the 565 images in Gold were tainted with that. Change-Id: Ib09e92b2f78c6de086345124e9eefeb31bbb5fa8 Reviewed-on: https://skia-review.googlesource.com/147422 Commit-Queue: Mike Klein <mtklein@google.com> Auto-Submit: Mike Klein <mtklein@google.com> Reviewed-by: Brian Osman <brianosman@google.com>
145 lines
4.0 KiB
C++
145 lines
4.0 KiB
C++
/*
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* Copyright 2013 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 "SkBitmap.h"
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#include "SkPaint.h"
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#include "SkShader.h"
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#include "GrCaps.h"
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#include "GrContext.h"
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#include "GrContextPriv.h"
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namespace skiagm {
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static void draw_bm(SkBitmap* bm) {
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SkPaint bluePaint;
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bluePaint.setColor(SK_ColorBLUE);
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bm->allocN32Pixels(20, 20);
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bm->eraseColor(SK_ColorRED);
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SkCanvas canvas(*bm);
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canvas.drawCircle(10, 10, 5, bluePaint);
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}
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static void draw_mask(SkBitmap* bm) {
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SkPaint circlePaint;
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circlePaint.setColor(SK_ColorBLACK);
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bm->allocPixels(SkImageInfo::MakeA8(20, 20));
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bm->eraseColor(SK_ColorTRANSPARENT);
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SkCanvas canvas(*bm);
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canvas.drawCircle(10, 10, 10, circlePaint);
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}
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class BitmapShaderGM : public GM {
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protected:
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void onOnceBeforeDraw() override {
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this->setBGColor(SK_ColorGRAY);
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draw_bm(&fBitmap);
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draw_mask(&fMask);
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}
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SkString onShortName() override {
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return SkString("bitmapshaders");
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}
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SkISize onISize() override {
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return SkISize::Make(150, 100);
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}
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void onDraw(SkCanvas* canvas) override {
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SkPaint paint;
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for (int i = 0; i < 2; i++) {
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SkMatrix s;
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s.reset();
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if (1 == i) {
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s.setScale(1.5f, 1.5f);
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s.postTranslate(2, 2);
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}
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canvas->save();
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paint.setShader(SkShader::MakeBitmapShader(fBitmap, SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode, &s));
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// draw the shader with a bitmap mask
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canvas->drawBitmap(fMask, 0, 0, &paint);
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canvas->drawBitmap(fMask, 30, 0, &paint);
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canvas->translate(0, 25);
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canvas->drawCircle(10, 10, 10, paint);
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canvas->drawCircle(40, 10, 10, paint); // no blue circle expected
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canvas->translate(0, 25);
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// clear the shader, colorized by a solid color with a bitmap mask
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paint.setShader(nullptr);
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paint.setColor(SK_ColorGREEN);
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canvas->drawBitmap(fMask, 0, 0, &paint);
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canvas->drawBitmap(fMask, 30, 0, &paint);
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canvas->translate(0, 25);
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paint.setShader(SkShader::MakeBitmapShader(fMask, SkShader::kRepeat_TileMode,
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SkShader::kRepeat_TileMode, &s));
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paint.setColor(SK_ColorRED);
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// draw the mask using the shader and a color
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canvas->drawRect(SkRect::MakeXYWH(0, 0, 20, 20), paint);
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canvas->drawRect(SkRect::MakeXYWH(30, 0, 20, 20), paint);
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canvas->restore();
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canvas->translate(60, 0);
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}
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}
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private:
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SkBitmap fBitmap;
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SkBitmap fMask;
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typedef GM INHERITED;
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};
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DEF_SIMPLE_GM(hugebitmapshader, canvas, 100, 100) {
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SkPaint paint;
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SkBitmap bitmap;
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// The huge height will exceed GL_MAX_TEXTURE_SIZE. We test that the GL backend will at least
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// draw something with a default paint instead of drawing nothing.
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//
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// (See https://skia-review.googlesource.com/c/skia/+/73200)
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int bitmapW = 1;
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int bitmapH = 60000;
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if (auto* ctx = canvas->getGrContext()) {
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bitmapH = ctx->contextPriv().caps()->maxTextureSize() + 1;
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}
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bitmap.setInfo(SkImageInfo::MakeA8(bitmapW, bitmapH), bitmapW);
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uint8_t* pixels = new uint8_t[bitmapH];
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for(int i = 0; i < bitmapH; ++i) {
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pixels[i] = i & 0xff;
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}
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bitmap.setPixels(pixels);
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paint.setShader(SkShader::MakeBitmapShader(bitmap,
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SkShader::kMirror_TileMode, SkShader::kMirror_TileMode));
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paint.setColor(SK_ColorRED);
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paint.setAntiAlias(true);
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canvas->drawCircle(50, 50, 50, paint);
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delete [] pixels;
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}
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//////////////////////////////////////////////////////////////////////////////
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static GM* MyFactory(void*) { return new BitmapShaderGM; }
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static GMRegistry reg(MyFactory);
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}
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