skia2/tests/ShaderOpacityTest.cpp
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
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>
2019-04-24 16:27:11 +00:00

98 lines
3.2 KiB
C++

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkBitmap.h"
#include "include/core/SkShader.h"
#include "include/effects/SkGradientShader.h"
#include "src/shaders/SkColorShader.h"
#include "tests/Test.h"
static void test_bitmap(skiatest::Reporter* reporter) {
SkImageInfo info = SkImageInfo::MakeN32Premul(2, 2);
SkBitmap bmp;
bmp.setInfo(info);
// test 1: bitmap without pixel data
auto shader = bmp.makeShader(SkTileMode::kClamp, SkTileMode::kClamp);
REPORTER_ASSERT(reporter, shader);
REPORTER_ASSERT(reporter, !shader->isOpaque());
// From this point on, we have pixels
bmp.allocPixels(info);
// test 2: not opaque by default
shader = bmp.makeShader();
REPORTER_ASSERT(reporter, shader);
REPORTER_ASSERT(reporter, !shader->isOpaque());
// test 3: explicitly opaque
bmp.setAlphaType(kOpaque_SkAlphaType);
shader = bmp.makeShader();
REPORTER_ASSERT(reporter, shader);
REPORTER_ASSERT(reporter, shader->isOpaque());
// test 4: explicitly not opaque
bmp.setAlphaType(kPremul_SkAlphaType);
shader = bmp.makeShader();
REPORTER_ASSERT(reporter, shader);
REPORTER_ASSERT(reporter, !shader->isOpaque());
}
static void test_gradient(skiatest::Reporter* reporter) {
SkPoint pts[2];
pts[0].iset(0, 0);
pts[1].iset(1, 0);
SkColor colors[2];
SkScalar pos[2] = {SkIntToScalar(0), SkIntToScalar(1)};
int count = 2;
SkTileMode mode = SkTileMode::kClamp;
// test 1: all opaque
colors[0] = SkColorSetARGB(0xFF, 0, 0, 0);
colors[1] = SkColorSetARGB(0xFF, 0, 0, 0);
auto grad = SkGradientShader::MakeLinear(pts, colors, pos, count, mode);
REPORTER_ASSERT(reporter, grad);
REPORTER_ASSERT(reporter, grad->isOpaque());
// test 2: all 0 alpha
colors[0] = SkColorSetARGB(0, 0, 0, 0);
colors[1] = SkColorSetARGB(0, 0, 0, 0);
grad = SkGradientShader::MakeLinear(pts, colors, pos, count, mode);
REPORTER_ASSERT(reporter, grad);
REPORTER_ASSERT(reporter, !grad->isOpaque());
// test 3: one opaque, one transparent
colors[0] = SkColorSetARGB(0xFF, 0, 0, 0);
colors[1] = SkColorSetARGB(0x40, 0, 0, 0);
grad = SkGradientShader::MakeLinear(pts, colors, pos, count, mode);
REPORTER_ASSERT(reporter, grad);
REPORTER_ASSERT(reporter, !grad->isOpaque());
// test 4: test 3, swapped
colors[0] = SkColorSetARGB(0x40, 0, 0, 0);
colors[1] = SkColorSetARGB(0xFF, 0, 0, 0);
grad = SkGradientShader::MakeLinear(pts, colors, pos, count, mode);
REPORTER_ASSERT(reporter, grad);
REPORTER_ASSERT(reporter, !grad->isOpaque());
}
static void test_color(skiatest::Reporter* reporter) {
SkColorShader colorShader1(SkColorSetARGB(0,0,0,0));
REPORTER_ASSERT(reporter, !colorShader1.isOpaque());
SkColorShader colorShader2(SkColorSetARGB(0xFF,0,0,0));
REPORTER_ASSERT(reporter, colorShader2.isOpaque());
SkColorShader colorShader3(SkColorSetARGB(0x7F,0,0,0));
REPORTER_ASSERT(reporter, !colorShader3.isOpaque());
}
DEF_TEST(ShaderOpacity, reporter) {
test_gradient(reporter);
test_color(reporter);
test_bitmap(reporter);
}