skia2/gm/samplerstress.cpp
Mike Klein 33d2055e59 GM: some header cleanup
gm.h includes sk_tool_utils.h but does not use it.

The bulk of this CL makes each gm that uses sk_tool_utils include it.

sk_tool_utils.h also provided SkRandom and SkTDArray,
so a couple GMs add those headers too.

Change-Id: Ieb2a7c542f0ca89c3223f744fc11b0ff37af36c1
Reviewed-on: https://skia-review.googlesource.com/10014
Commit-Queue: Mike Klein <mtklein@chromium.org>
Reviewed-by: Herb Derby <herb@google.com>
2017-03-22 18:11:49 +00:00

153 lines
3.8 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 "gm.h"
#include "sk_tool_utils.h"
#include "SkBlurMaskFilter.h"
#include "SkCanvas.h"
#include "SkPath.h"
#include "SkShader.h"
namespace skiagm {
/**
* Stress test the GPU samplers by rendering a textured glyph with a mask and
* an AA clip
*/
class SamplerStressGM : public GM {
public:
SamplerStressGM()
: fTextureCreated(false)
, fMaskFilter(nullptr) {
}
protected:
SkString onShortName() override {
return SkString("gpusamplerstress");
}
SkISize onISize() override {
return SkISize::Make(640, 480);
}
/**
* Create a red & green stripes on black texture
*/
void createTexture() {
if (fTextureCreated) {
return;
}
constexpr int xSize = 16;
constexpr int ySize = 16;
fTexture.allocN32Pixels(xSize, ySize);
SkPMColor* addr = fTexture.getAddr32(0, 0);
for (int y = 0; y < ySize; ++y) {
for (int x = 0; x < xSize; ++x) {
addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorBLACK);
if ((y % 5) == 0) {
addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorRED);
}
if ((x % 7) == 0) {
addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorGREEN);
}
}
}
fTextureCreated = true;
}
void createShader() {
if (fShader) {
return;
}
createTexture();
fShader = SkShader::MakeBitmapShader(fTexture, SkShader::kRepeat_TileMode,
SkShader::kRepeat_TileMode);
}
void createMaskFilter() {
if (fMaskFilter) {
return;
}
const SkScalar sigma = 1;
fMaskFilter = SkBlurMaskFilter::Make(kNormal_SkBlurStyle, sigma);
}
void onDraw(SkCanvas* canvas) override {
createShader();
createMaskFilter();
canvas->save();
// draw a letter "M" with a green & red striped texture and a
// stipple mask with a round rect soft clip
SkPaint paint;
paint.setAntiAlias(true);
paint.setTextSize(72);
paint.setShader(fShader);
paint.setMaskFilter(fMaskFilter);
sk_tool_utils::set_portable_typeface(&paint);
SkRect temp;
temp.set(SkIntToScalar(115),
SkIntToScalar(75),
SkIntToScalar(144),
SkIntToScalar(110));
SkPath path;
path.addRoundRect(temp, SkIntToScalar(5), SkIntToScalar(5));
canvas->clipPath(path, true); // AA is on
canvas->drawText("M", 1,
SkIntToScalar(100), SkIntToScalar(100),
paint);
canvas->restore();
// Now draw stroked versions of the "M" and the round rect so we can
// see what is going on
SkPaint paint2;
paint2.setColor(SK_ColorBLACK);
paint2.setAntiAlias(true);
paint2.setTextSize(72);
paint2.setStyle(SkPaint::kStroke_Style);
paint2.setStrokeWidth(1);
sk_tool_utils::set_portable_typeface(&paint2);
canvas->drawText("M", 1,
SkIntToScalar(100), SkIntToScalar(100),
paint2);
paint2.setColor(sk_tool_utils::color_to_565(SK_ColorGRAY));
canvas->drawPath(path, paint2);
}
private:
SkBitmap fTexture;
bool fTextureCreated;
sk_sp<SkShader> fShader;
sk_sp<SkMaskFilter> fMaskFilter;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new SamplerStressGM; }
static GMRegistry reg(MyFactory);
}