6acc9b3d2b
Problem was resolved by adding the notion of a custom texture domain in generated shaders, when necessary. git-svn-id: http://skia.googlecode.com/svn/trunk@1337 2bbb7eff-a529-9590-31e7-b0007b416f81
66 lines
2.0 KiB
C++
Executable File
66 lines
2.0 KiB
C++
Executable File
#include "gm.h"
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namespace skiagm {
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class NoColorBleedGM : public GM {
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public:
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NoColorBleedGM() {}
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protected:
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virtual SkString onShortName() {
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return SkString("nocolorbleed");
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}
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virtual SkISize onISize() {
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return make_isize(200, 200);
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}
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void drawBG(SkCanvas* canvas) {
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canvas->drawColor(0xFFDDDDDD);
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}
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virtual void onDraw(SkCanvas* canvas) {
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drawBG(canvas);
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SkBitmap sprite;
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sprite.setConfig(SkBitmap::kARGB_8888_Config, 4, 4, 4*sizeof(SkColor));
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SkColor spriteData[16] = {
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SK_ColorBLACK, SK_ColorCYAN, SK_ColorMAGENTA, SK_ColorYELLOW,
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SK_ColorBLACK, SK_ColorWHITE, SK_ColorBLACK, SK_ColorRED,
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SK_ColorGREEN, SK_ColorBLACK, SK_ColorWHITE, SK_ColorBLUE,
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SK_ColorYELLOW, SK_ColorMAGENTA, SK_ColorCYAN, SK_ColorBLACK
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};
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sprite.setPixels(spriteData);
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// We draw a magnified subrect of the sprite
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// sample interpolation may cause color bleeding around edges
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// the subrect is a pure white area
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SkIRect srcRect;
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SkRect dstRect;
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SkPaint paint;
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paint.setFilterBitmap(true);
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//First row : full texture with and without filtering
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srcRect.setXYWH(0, 0, 4, 4);
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dstRect.setXYWH(0.0f, 0.0f, 100.0f, 100.0f);
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canvas->drawBitmapRect(sprite, &srcRect, dstRect, &paint);
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dstRect.setXYWH(100.0f, 0.0f, 100.0f, 100.0f);
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canvas->drawBitmapRect(sprite, &srcRect, dstRect);
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//Second row : sub rect of texture with and without filtering
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srcRect.setXYWH(1, 1, 2, 2);
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dstRect.setXYWH(25.0f, 125.0f, 50.0f, 50.0f);
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canvas->drawBitmapRect(sprite, &srcRect, dstRect, &paint);
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dstRect.setXYWH(125.0f, 125.0f, 50.0f, 50.0f);
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canvas->drawBitmapRect(sprite, &srcRect, dstRect);
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}
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private:
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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 NoColorBleedGM; }
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static GMRegistry reg(MyFactory);
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}
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