c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
98 lines
3.2 KiB
C++
98 lines
3.2 KiB
C++
/*
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* Copyright 2011 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 "include/core/SkBitmap.h"
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#include "include/core/SkShader.h"
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#include "include/effects/SkGradientShader.h"
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#include "src/shaders/SkColorShader.h"
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#include "tests/Test.h"
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static void test_bitmap(skiatest::Reporter* reporter) {
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SkImageInfo info = SkImageInfo::MakeN32Premul(2, 2);
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SkBitmap bmp;
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bmp.setInfo(info);
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// test 1: bitmap without pixel data
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auto shader = bmp.makeShader(SkTileMode::kClamp, SkTileMode::kClamp);
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REPORTER_ASSERT(reporter, shader);
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REPORTER_ASSERT(reporter, !shader->isOpaque());
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// From this point on, we have pixels
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bmp.allocPixels(info);
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// test 2: not opaque by default
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shader = bmp.makeShader();
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REPORTER_ASSERT(reporter, shader);
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REPORTER_ASSERT(reporter, !shader->isOpaque());
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// test 3: explicitly opaque
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bmp.setAlphaType(kOpaque_SkAlphaType);
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shader = bmp.makeShader();
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REPORTER_ASSERT(reporter, shader);
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REPORTER_ASSERT(reporter, shader->isOpaque());
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// test 4: explicitly not opaque
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bmp.setAlphaType(kPremul_SkAlphaType);
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shader = bmp.makeShader();
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REPORTER_ASSERT(reporter, shader);
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REPORTER_ASSERT(reporter, !shader->isOpaque());
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}
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static void test_gradient(skiatest::Reporter* reporter) {
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SkPoint pts[2];
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pts[0].iset(0, 0);
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pts[1].iset(1, 0);
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SkColor colors[2];
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SkScalar pos[2] = {SkIntToScalar(0), SkIntToScalar(1)};
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int count = 2;
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SkTileMode mode = SkTileMode::kClamp;
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// test 1: all opaque
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colors[0] = SkColorSetARGB(0xFF, 0, 0, 0);
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colors[1] = SkColorSetARGB(0xFF, 0, 0, 0);
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auto grad = SkGradientShader::MakeLinear(pts, colors, pos, count, mode);
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REPORTER_ASSERT(reporter, grad);
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REPORTER_ASSERT(reporter, grad->isOpaque());
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// test 2: all 0 alpha
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colors[0] = SkColorSetARGB(0, 0, 0, 0);
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colors[1] = SkColorSetARGB(0, 0, 0, 0);
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grad = SkGradientShader::MakeLinear(pts, colors, pos, count, mode);
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REPORTER_ASSERT(reporter, grad);
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REPORTER_ASSERT(reporter, !grad->isOpaque());
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// test 3: one opaque, one transparent
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colors[0] = SkColorSetARGB(0xFF, 0, 0, 0);
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colors[1] = SkColorSetARGB(0x40, 0, 0, 0);
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grad = SkGradientShader::MakeLinear(pts, colors, pos, count, mode);
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REPORTER_ASSERT(reporter, grad);
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REPORTER_ASSERT(reporter, !grad->isOpaque());
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// test 4: test 3, swapped
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colors[0] = SkColorSetARGB(0x40, 0, 0, 0);
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colors[1] = SkColorSetARGB(0xFF, 0, 0, 0);
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grad = SkGradientShader::MakeLinear(pts, colors, pos, count, mode);
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REPORTER_ASSERT(reporter, grad);
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REPORTER_ASSERT(reporter, !grad->isOpaque());
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}
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static void test_color(skiatest::Reporter* reporter) {
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SkColorShader colorShader1(SkColorSetARGB(0,0,0,0));
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REPORTER_ASSERT(reporter, !colorShader1.isOpaque());
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SkColorShader colorShader2(SkColorSetARGB(0xFF,0,0,0));
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REPORTER_ASSERT(reporter, colorShader2.isOpaque());
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SkColorShader colorShader3(SkColorSetARGB(0x7F,0,0,0));
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REPORTER_ASSERT(reporter, !colorShader3.isOpaque());
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}
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DEF_TEST(ShaderOpacity, reporter) {
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test_gradient(reporter);
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test_color(reporter);
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test_bitmap(reporter);
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}
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