skia2/gm/colorcube.cpp
mtklein dbfd7ab108 Replace a lot of 'static const' with 'constexpr' or 'const'.
'static const' means, there must be at most one of these, and initialize it at
compile time if possible or runtime if necessary.  This leads to unexpected
code execution, and TSAN* will complain about races on the guard variables.

Generally 'constexpr' or 'const' are better choices.  Neither can cause races:
they're either intialized at compile time (constexpr) or intialized each time
independently (const).

This CL prefers constexpr where possible, and uses const where not.  It even
prefers constexpr over const where they don't make a difference... I want to have
lots of examples of constexpr for people to see and mimic.

The scoped-to-class static has nothing to do with any of this, and is not changed.

* Not yet on the bots, which use an older TSAN.

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2300623005

Review-Url: https://codereview.chromium.org/2300623005
2016-09-01 11:24:54 -07:00

125 lines
3.8 KiB
C++

/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm.h"
#include "SkColorCubeFilter.h"
#include "SkData.h"
#include "SkGradientShader.h"
#include "SkTemplates.h"
namespace skiagm {
static sk_sp<SkShader> MakeLinear() {
constexpr SkPoint pts[2] = {
{ 0, 0 },
{ SkIntToScalar(80), SkIntToScalar(80) }
};
constexpr SkColor colors[] = { SK_ColorYELLOW, SK_ColorBLUE };
return SkGradientShader::MakeLinear(pts, colors, nullptr, 2, SkShader::kRepeat_TileMode, 0,
&SkMatrix::I());
}
class ColorCubeGM : public GM {
public:
ColorCubeGM() : fInitialized(false) {
this->setBGColor(0xFF000000);
}
protected:
SkString onShortName() override {
return SkString("colorcube");
}
void make_3Dluts() {
make_3Dlut(&f3DLut4, 4, true, false, false);
make_3Dlut(&f3DLut8, 8, false, true, false);
make_3Dlut(&f3DLut16, 16, false, true, true);
make_3Dlut(&f3DLut32, 32, true, true, false);
make_3Dlut(&f3DLut64, 64, true, false, true);
}
void make_bitmap() {
fBitmap.allocN32Pixels(80, 80);
SkCanvas canvas(fBitmap);
canvas.clear(0x00000000);
SkPaint paint;
paint.setAntiAlias(true);
paint.setShader(MakeLinear());
canvas.drawRect(SkRect::MakeWH(80, 80), paint);
}
void make_3Dlut(sk_sp<SkData>* data, int size, bool invR, bool invG, bool invB) {
*data = SkData::MakeUninitialized(sizeof(SkColor) * size * size * size);
SkColor* pixels = (SkColor*)((*data)->writable_data());
SkAutoTMalloc<uint8_t> lutMemory(size);
SkAutoTMalloc<uint8_t> invLutMemory(size);
uint8_t* lut = lutMemory.get();
uint8_t* invLut = invLutMemory.get();
const int maxIndex = size - 1;
for (int i = 0; i < size; i++) {
lut[i] = (i * 255) / maxIndex;
invLut[i] = ((maxIndex - i) * 255) / maxIndex;
}
for (int r = 0; r < size; ++r) {
for (int g = 0; g < size; ++g) {
for (int b = 0; b < size; ++b) {
pixels[(size * ((size * b) + g)) + r] = sk_tool_utils::color_to_565(
SkColorSetARGB(0xFF,
invR ? invLut[r] : lut[r],
invG ? invLut[g] : lut[g],
invB ? invLut[b] : lut[b]));
}
}
}
}
SkISize onISize() override {
return SkISize::Make(500, 100);
}
void onDraw(SkCanvas* canvas) override {
if (!fInitialized) {
this->make_bitmap();
this->make_3Dluts();
fInitialized = true;
}
canvas->clear(0x00000000);
SkPaint paint;
paint.setColorFilter(SkColorCubeFilter::Make(f3DLut4, 4));
canvas->drawBitmap(fBitmap, 10, 10, &paint);
paint.setColorFilter(SkColorCubeFilter::Make(f3DLut8, 8));
canvas->drawBitmap(fBitmap, 110, 10, &paint);
paint.setColorFilter(SkColorCubeFilter::Make(f3DLut16, 16));
canvas->drawBitmap(fBitmap, 210, 10, &paint);
paint.setColorFilter(SkColorCubeFilter::Make(f3DLut32, 32));
canvas->drawBitmap(fBitmap, 310, 10, &paint);
paint.setColorFilter(SkColorCubeFilter::Make(f3DLut64, 64));
canvas->drawBitmap(fBitmap, 410, 10, &paint);
}
private:
typedef GM INHERITED;
bool fInitialized;
SkBitmap fBitmap;
sk_sp<SkData> f3DLut4;
sk_sp<SkData> f3DLut8;
sk_sp<SkData> f3DLut16;
sk_sp<SkData> f3DLut32;
sk_sp<SkData> f3DLut64;
};
//////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new ColorCubeGM; }
static GMRegistry reg(MyFactory);
}