3a97054456
BUG=skia: Change-Id: I58a07d4ce35bdd03e7edcf50e88d9982b3885546 Reviewed-on: https://skia-review.googlesource.com/8101 Reviewed-by: Brian Salomon <bsalomon@google.com> Reviewed-by: Robert Phillips <robertphillips@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
280 lines
10 KiB
C++
280 lines
10 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 "SkCanvas.h"
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#include "SkColorFilter.h"
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#include "SkGradientShader.h"
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#include "SkRandom.h"
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#include "SkVertices.h"
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static constexpr SkScalar kShaderSize = 40;
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static sk_sp<SkShader> make_shader1() {
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const SkColor colors[] = {
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SK_ColorRED, SK_ColorCYAN, SK_ColorGREEN, SK_ColorWHITE,
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SK_ColorMAGENTA, SK_ColorBLUE, SK_ColorYELLOW,
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};
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const SkPoint pts[] = {{kShaderSize / 4, 0}, {3 * kShaderSize / 4, kShaderSize}};
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return SkGradientShader::MakeLinear(pts, colors, nullptr, SK_ARRAY_COUNT(colors),
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SkShader::kMirror_TileMode);
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}
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static sk_sp<SkShader> make_shader2() {
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return SkShader::MakeColorShader(SK_ColorBLUE);
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}
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static sk_sp<SkColorFilter> make_color_filter() {
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return SkColorFilter::MakeModeFilter(0xFFAABBCC, SkBlendMode::kDarken);
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}
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static constexpr SkScalar kMeshSize = 30;
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// start with the center of a 3x3 grid of vertices.
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static constexpr uint16_t kMeshFan[] = {
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4,
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0, 1, 2, 5, 8, 7, 6, 3, 0
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};
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static const int kMeshIndexCnt = (int)SK_ARRAY_COUNT(kMeshFan);
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static const int kMeshVertexCnt = 9;
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static void fill_mesh(SkPoint pts[kMeshVertexCnt], SkPoint texs[kMeshVertexCnt],
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SkColor colors[kMeshVertexCnt]) {
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pts[0].set(0, 0);
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pts[1].set(kMeshSize / 2, 3);
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pts[2].set(kMeshSize, 0);
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pts[3].set(3, kMeshSize / 2);
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pts[4].set(kMeshSize / 2, kMeshSize / 2);
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pts[5].set(kMeshSize - 3, kMeshSize / 2);
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pts[6].set(0, kMeshSize);
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pts[7].set(kMeshSize / 2, kMeshSize - 3);
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pts[8].set(kMeshSize, kMeshSize);
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texs[0].set(0, 0);
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texs[1].set(kShaderSize / 2, 0);
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texs[2].set(kShaderSize, 0);
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texs[3].set(0, kShaderSize / 2);
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texs[4].set(kShaderSize / 2, kShaderSize / 2);
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texs[5].set(kShaderSize, kShaderSize / 2);
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texs[6].set(0, kShaderSize);
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texs[7].set(kShaderSize / 2, kShaderSize);
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texs[8].set(kShaderSize, kShaderSize);
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SkRandom rand;
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for (size_t i = 0; i < kMeshVertexCnt; ++i) {
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colors[i] = rand.nextU() | 0xFF000000;
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}
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}
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class VerticesGM : public skiagm::GM {
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SkPoint fPts[kMeshVertexCnt];
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SkPoint fTexs[kMeshVertexCnt];
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SkColor fColors[kMeshVertexCnt];
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sk_sp<SkShader> fShader1;
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sk_sp<SkShader> fShader2;
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sk_sp<SkColorFilter> fColorFilter;
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sk_sp<SkVertices> fVertices;
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bool fUseObject;
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public:
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VerticesGM(bool useObject) : fUseObject(useObject) {}
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protected:
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void onOnceBeforeDraw() override {
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fill_mesh(fPts, fTexs, fColors);
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fShader1 = make_shader1();
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fShader2 = make_shader2();
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fColorFilter = make_color_filter();
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if (fUseObject) {
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std::unique_ptr<SkPoint[]> points(new SkPoint[kMeshVertexCnt]);
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std::unique_ptr<SkPoint[]> texs(new SkPoint[kMeshVertexCnt]);
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std::unique_ptr<SkColor[]> colors(new SkColor[kMeshVertexCnt]);
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std::unique_ptr<uint16_t[]> indices(new uint16_t[kMeshIndexCnt]);
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memcpy(points.get(), fPts, sizeof(SkPoint) * kMeshVertexCnt);
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memcpy(colors.get(), fColors, sizeof(SkColor) * kMeshVertexCnt);
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memcpy(texs.get(), fTexs, sizeof(SkPoint) * kMeshVertexCnt);
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memcpy(indices.get(), kMeshFan, sizeof(uint16_t) * kMeshIndexCnt);
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// Older libstdc++ does not allow moving a std::unique_ptr<T[]> into a
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// std::unique_ptr<const T[]>. Hence the release() calls below.
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fVertices = SkVertices::MakeIndexed(
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SkCanvas::kTriangleFan_VertexMode,
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std::unique_ptr<const SkPoint[]>((const SkPoint*)points.release()),
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std::unique_ptr<const SkColor[]>((const SkColor*)colors.release()),
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std::unique_ptr<const SkPoint[]>((const SkPoint*)texs.release()),
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kMeshVertexCnt,
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std::unique_ptr<const uint16_t[]>((const uint16_t*)indices.release()),
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kMeshIndexCnt);
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}
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}
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SkString onShortName() override {
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SkString name("vertices");
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if (fUseObject) {
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name.append("_object");
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}
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return name;
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}
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SkISize onISize() override {
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return SkISize::Make(600, 600);
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}
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void onDraw(SkCanvas* canvas) override {
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const SkBlendMode modes[] = {
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SkBlendMode::kClear,
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SkBlendMode::kSrc,
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SkBlendMode::kDst,
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SkBlendMode::kSrcOver,
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SkBlendMode::kDstOver,
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SkBlendMode::kSrcIn,
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SkBlendMode::kDstIn,
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SkBlendMode::kSrcOut,
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SkBlendMode::kDstOut,
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SkBlendMode::kSrcATop,
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SkBlendMode::kDstATop,
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SkBlendMode::kXor,
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SkBlendMode::kPlus,
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SkBlendMode::kModulate,
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SkBlendMode::kScreen,
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SkBlendMode::kOverlay,
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SkBlendMode::kDarken,
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SkBlendMode::kLighten,
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SkBlendMode::kColorDodge,
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SkBlendMode::kColorBurn,
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SkBlendMode::kHardLight,
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SkBlendMode::kSoftLight,
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SkBlendMode::kDifference,
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SkBlendMode::kExclusion,
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SkBlendMode::kMultiply,
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SkBlendMode::kHue,
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SkBlendMode::kSaturation,
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SkBlendMode::kColor,
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SkBlendMode::kLuminosity,
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};
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SkPaint paint;
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canvas->translate(4, 4);
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int x = 0;
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for (auto mode : modes) {
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canvas->save();
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for (uint8_t alpha : {0xFF, 0x80}) {
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for (const auto& cf : {sk_sp<SkColorFilter>(nullptr), fColorFilter}) {
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for (const auto& shader : {fShader1, fShader2}) {
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static constexpr struct {
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bool fHasColors;
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bool fHasTexs;
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} kAttrs[] = {{true, false}, {false, true}, {true, true}};
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for (auto attrs : kAttrs) {
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paint.setShader(shader);
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paint.setColorFilter(cf);
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paint.setAlpha(alpha);
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if (fUseObject) {
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uint32_t flags = 0;
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flags |=
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attrs.fHasColors ? 0 : SkCanvas::kIgnoreColors_VerticesFlag;
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flags |= attrs.fHasTexs ? 0
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: SkCanvas::kIgnoreTexCoords_VerticesFlag;
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canvas->drawVertices(fVertices, mode, paint, flags);
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} else {
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const SkColor* colors = attrs.fHasColors ? fColors : nullptr;
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const SkPoint* texs = attrs.fHasTexs ? fTexs : nullptr;
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canvas->drawVertices(SkCanvas::kTriangleFan_VertexMode,
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kMeshVertexCnt, fPts, texs, colors, mode,
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kMeshFan, kMeshIndexCnt, paint);
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}
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canvas->translate(40, 0);
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++x;
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}
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}
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}
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}
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canvas->restore();
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canvas->translate(0, 40);
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}
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}
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private:
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typedef skiagm::GM INHERITED;
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};
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/////////////////////////////////////////////////////////////////////////////////////
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DEF_GM(return new VerticesGM(true);)
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DEF_GM(return new VerticesGM(false);)
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static void draw_batching(SkCanvas* canvas, bool useObject) {
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std::unique_ptr<SkPoint[]> pts(new SkPoint[kMeshVertexCnt]);
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std::unique_ptr<SkPoint[]> texs(new SkPoint[kMeshVertexCnt]);
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std::unique_ptr<SkColor[]> colors(new SkColor[kMeshVertexCnt]);
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fill_mesh(pts.get(), texs.get(), colors.get());
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SkTDArray<SkMatrix> matrices;
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matrices.push()->reset();
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matrices.push()->setTranslate(0, 40);
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SkMatrix* m = matrices.push();
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m->setRotate(45, kMeshSize / 2, kMeshSize / 2);
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m->postScale(1.2f, .8f, kMeshSize / 2, kMeshSize / 2);
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m->postTranslate(0, 80);
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auto shader = make_shader1();
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// Triangle fans can't batch so we convert to regular triangles,
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static constexpr int kNumTris = kMeshIndexCnt - 2;
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std::unique_ptr<uint16_t[]> indices(new uint16_t[3 * kNumTris]);
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for (size_t i = 0; i < kNumTris; ++i) {
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indices[3 * i] = kMeshFan[0];
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indices[3 * i + 1] = kMeshFan[i + 1];
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indices[3 * i + 2] = kMeshFan[i + 2];
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}
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sk_sp<SkVertices> vertices;
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if (useObject) {
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// Older libstdc++ does not allow moving a std::unique_ptr<T[]> into a
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// std::unique_ptr<const T[]>. Hence the release() calls below.
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vertices = SkVertices::MakeIndexed(
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SkCanvas::kTriangles_VertexMode,
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std::unique_ptr<const SkPoint[]>((const SkPoint*)pts.release()),
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std::unique_ptr<const SkColor[]>((const SkColor*)colors.release()),
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std::unique_ptr<const SkPoint[]>((const SkPoint*)texs.release()), kMeshVertexCnt,
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std::unique_ptr<const uint16_t[]>((const uint16_t*)indices.release()),
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3 * kNumTris);
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}
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canvas->save();
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canvas->translate(10, 10);
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for (bool useShader : {false, true}) {
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for (bool useTex : {false, true}) {
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for (const auto& m : matrices) {
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canvas->save();
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canvas->concat(m);
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SkPaint paint;
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paint.setShader(useShader ? shader : nullptr);
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if (useObject) {
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uint32_t flags = useTex ? 0 : SkCanvas::kIgnoreTexCoords_VerticesFlag;
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canvas->drawVertices(vertices, SkBlendMode::kModulate, paint, flags);
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} else {
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const SkPoint* t = useTex ? texs.get() : nullptr;
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canvas->drawVertices(SkCanvas::kTriangles_VertexMode, kMeshVertexCnt, pts.get(),
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t, colors.get(), indices.get(), kNumTris * 3, paint);
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}
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canvas->restore();
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}
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canvas->translate(0, 120);
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}
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}
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canvas->restore();
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}
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// This test exists to exercise batching in the gpu backend.
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DEF_SIMPLE_GM(vertices_batching, canvas, 100, 500) {
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draw_batching(canvas, false);
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canvas->translate(50, 0);
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draw_batching(canvas, true);
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}
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