33d2055e59
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>
153 lines
3.8 KiB
C++
153 lines
3.8 KiB
C++
/*
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* Copyright 2012 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 "sk_tool_utils.h"
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#include "SkBlurMaskFilter.h"
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#include "SkCanvas.h"
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#include "SkPath.h"
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#include "SkShader.h"
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namespace skiagm {
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/**
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* Stress test the GPU samplers by rendering a textured glyph with a mask and
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* an AA clip
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*/
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class SamplerStressGM : public GM {
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public:
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SamplerStressGM()
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: fTextureCreated(false)
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, fMaskFilter(nullptr) {
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}
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protected:
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SkString onShortName() override {
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return SkString("gpusamplerstress");
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}
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SkISize onISize() override {
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return SkISize::Make(640, 480);
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}
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/**
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* Create a red & green stripes on black texture
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*/
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void createTexture() {
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if (fTextureCreated) {
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return;
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}
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constexpr int xSize = 16;
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constexpr int ySize = 16;
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fTexture.allocN32Pixels(xSize, ySize);
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SkPMColor* addr = fTexture.getAddr32(0, 0);
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for (int y = 0; y < ySize; ++y) {
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for (int x = 0; x < xSize; ++x) {
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addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorBLACK);
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if ((y % 5) == 0) {
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addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorRED);
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}
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if ((x % 7) == 0) {
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addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorGREEN);
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}
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}
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}
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fTextureCreated = true;
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}
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void createShader() {
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if (fShader) {
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return;
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}
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createTexture();
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fShader = SkShader::MakeBitmapShader(fTexture, SkShader::kRepeat_TileMode,
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SkShader::kRepeat_TileMode);
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}
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void createMaskFilter() {
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if (fMaskFilter) {
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return;
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}
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const SkScalar sigma = 1;
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fMaskFilter = SkBlurMaskFilter::Make(kNormal_SkBlurStyle, sigma);
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}
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void onDraw(SkCanvas* canvas) override {
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createShader();
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createMaskFilter();
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canvas->save();
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// draw a letter "M" with a green & red striped texture and a
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// stipple mask with a round rect soft clip
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SkPaint paint;
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paint.setAntiAlias(true);
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paint.setTextSize(72);
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paint.setShader(fShader);
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paint.setMaskFilter(fMaskFilter);
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sk_tool_utils::set_portable_typeface(&paint);
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SkRect temp;
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temp.set(SkIntToScalar(115),
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SkIntToScalar(75),
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SkIntToScalar(144),
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SkIntToScalar(110));
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SkPath path;
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path.addRoundRect(temp, SkIntToScalar(5), SkIntToScalar(5));
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canvas->clipPath(path, true); // AA is on
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canvas->drawText("M", 1,
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SkIntToScalar(100), SkIntToScalar(100),
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paint);
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canvas->restore();
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// Now draw stroked versions of the "M" and the round rect so we can
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// see what is going on
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SkPaint paint2;
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paint2.setColor(SK_ColorBLACK);
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paint2.setAntiAlias(true);
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paint2.setTextSize(72);
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paint2.setStyle(SkPaint::kStroke_Style);
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paint2.setStrokeWidth(1);
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sk_tool_utils::set_portable_typeface(&paint2);
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canvas->drawText("M", 1,
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SkIntToScalar(100), SkIntToScalar(100),
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paint2);
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paint2.setColor(sk_tool_utils::color_to_565(SK_ColorGRAY));
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canvas->drawPath(path, paint2);
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}
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private:
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SkBitmap fTexture;
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bool fTextureCreated;
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sk_sp<SkShader> fShader;
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sk_sp<SkMaskFilter> fMaskFilter;
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typedef GM INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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static GM* MyFactory(void*) { return new SamplerStressGM; }
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static GMRegistry reg(MyFactory);
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}
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