skia2/tests/BitmapHeapTest.cpp
commit-bot@chromium.org 07adb6359f Function pointers -> templates in SkPictureFlat.
These flatten/unflatten function pointers were driving me nuts when reading the
generated assembly for this code.  We don't need the flexibility of function
pointers here, so let's use templates to make it more manageable.  You'll
notice we get much better typing now on flatten/unflatten.

BUG=
R=reed@google.com

Author: mtklein@google.com

Review URL: https://codereview.chromium.org/123213004

git-svn-id: http://skia.googlecode.com/svn/trunk@12873 2bbb7eff-a529-9590-31e7-b0007b416f81
2014-01-02 22:20:49 +00:00

88 lines
2.8 KiB
C++

/*
* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkBitmap.h"
#include "SkBitmapHeap.h"
#include "SkColor.h"
#include "SkFlattenable.h"
#include "SkOrderedWriteBuffer.h"
#include "SkPictureFlat.h"
#include "SkRefCnt.h"
#include "SkShader.h"
#include "Test.h"
#include "TestClassDef.h"
struct SkShaderTraits {
static void flatten(SkOrderedWriteBuffer& buffer, const SkShader& shader) {
buffer.writeFlattenable(&shader);
}
};
typedef SkFlatDictionary<SkShader, SkShaderTraits> FlatDictionary;
class SkBitmapHeapTester {
public:
static int32_t GetRefCount(const SkBitmapHeapEntry* entry) {
return entry->fRefCount;
}
};
DEF_TEST(BitmapHeap, reporter) {
// Create a bitmap shader.
SkBitmap bm;
bm.setConfig(SkBitmap::kARGB_8888_Config, 2, 2);
bm.allocPixels();
bm.eraseColor(SK_ColorRED);
uint32_t* pixel = bm.getAddr32(1,0);
*pixel = SK_ColorBLUE;
SkShader* bitmapShader = SkShader::CreateBitmapShader(bm, SkShader::kRepeat_TileMode,
SkShader::kRepeat_TileMode);
SkAutoTUnref<SkShader> aur(bitmapShader);
// Flatten, storing it in the bitmap heap.
SkBitmapHeap heap(1, 1);
SkChunkFlatController controller(1024);
controller.setBitmapStorage(&heap);
FlatDictionary dictionary(&controller);
// Dictionary and heap start off empty.
REPORTER_ASSERT(reporter, heap.count() == 0);
REPORTER_ASSERT(reporter, dictionary.count() == 0);
heap.deferAddingOwners();
int index = dictionary.find(*bitmapShader);
heap.endAddingOwnersDeferral(true);
// The dictionary and heap should now each have one entry.
REPORTER_ASSERT(reporter, 1 == index);
REPORTER_ASSERT(reporter, heap.count() == 1);
REPORTER_ASSERT(reporter, dictionary.count() == 1);
// The bitmap entry's refcount should be 1, then 0 after release.
SkBitmapHeapEntry* entry = heap.getEntry(0);
REPORTER_ASSERT(reporter, SkBitmapHeapTester::GetRefCount(entry) == 1);
entry->releaseRef();
REPORTER_ASSERT(reporter, SkBitmapHeapTester::GetRefCount(entry) == 0);
// Now clear out the heap, after which it should be empty.
heap.freeMemoryIfPossible(~0U);
REPORTER_ASSERT(reporter, heap.count() == 0);
// Now attempt to flatten the shader again.
heap.deferAddingOwners();
index = dictionary.find(*bitmapShader);
heap.endAddingOwnersDeferral(false);
// The dictionary should report the same index since the new entry is identical.
// The bitmap heap should contain the bitmap, but with no references.
REPORTER_ASSERT(reporter, 1 == index);
REPORTER_ASSERT(reporter, heap.count() == 1);
REPORTER_ASSERT(reporter, SkBitmapHeapTester::GetRefCount(heap.getEntry(0)) == 0);
}