skia2/gm/bleed.cpp

425 lines
18 KiB
C++

/*
* Copyright 2013 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 "SkBlurMask.h"
#include "SkBlurMaskFilter.h"
#include "SkCanvas.h"
#include "SkGradientShader.h"
#include "SkImage.h"
#if SK_SUPPORT_GPU
#include "GrContext.h"
#include "GrContextOptions.h"
#endif
static void draw_bitmap_rect(SkCanvas* canvas, const SkBitmap& bitmap, const SkImage*,
const SkRect& src, const SkRect& dst,
const SkPaint* paint, SkCanvas::SrcRectConstraint constraint) {
canvas->drawBitmapRect(bitmap, src, dst, paint, constraint);
}
static void draw_image_rect(SkCanvas* canvas, const SkBitmap&, const SkImage* image,
const SkRect& src, const SkRect& dst,
const SkPaint* paint, SkCanvas::SrcRectConstraint constraint) {
canvas->drawImageRect(image, src, dst, paint, constraint);
}
// Create a black&white checked texture with 2 1-pixel rings
// around the outside edge. The inner ring is red and the outer ring is blue.
static void make_ringed_color_bitmap(SkBitmap* result, int width, int height) {
SkASSERT(0 == width % 2 && 0 == height % 2);
static const SkPMColor kRed = SkPreMultiplyColor(SK_ColorRED);
static const SkPMColor kBlue = SkPreMultiplyColor(SK_ColorBLUE);
static const SkPMColor kBlack = SkPreMultiplyColor(SK_ColorBLACK);
static const SkPMColor kWhite = SkPreMultiplyColor(SK_ColorWHITE);
result->allocN32Pixels(width, height, true);
SkPMColor* scanline = result->getAddr32(0, 0);
for (int x = 0; x < width; ++x) {
scanline[x] = kBlue;
}
scanline = result->getAddr32(0, 1);
scanline[0] = kBlue;
for (int x = 1; x < width - 1; ++x) {
scanline[x] = kRed;
}
scanline[width-1] = kBlue;
for (int y = 2; y < height/2; ++y) {
scanline = result->getAddr32(0, y);
scanline[0] = kBlue;
scanline[1] = kRed;
for (int x = 2; x < width/2; ++x) {
scanline[x] = kBlack;
}
for (int x = width/2; x < width-2; ++x) {
scanline[x] = kWhite;
}
scanline[width-2] = kRed;
scanline[width-1] = kBlue;
}
for (int y = height/2; y < height-2; ++y) {
scanline = result->getAddr32(0, y);
scanline[0] = kBlue;
scanline[1] = kRed;
for (int x = 2; x < width/2; ++x) {
scanline[x] = kWhite;
}
for (int x = width/2; x < width-2; ++x) {
scanline[x] = kBlack;
}
scanline[width-2] = kRed;
scanline[width-1] = kBlue;
}
scanline = result->getAddr32(0, height-2);
scanline[0] = kBlue;
for (int x = 1; x < width - 1; ++x) {
scanline[x] = kRed;
}
scanline[width-1] = kBlue;
scanline = result->getAddr32(0, height-1);
for (int x = 0; x < width; ++x) {
scanline[x] = kBlue;
}
result->setImmutable();
}
/** Makes a alpha bitmap with 1 wide rect/ring of 1s, an inset of 0s, and the interior is a 2x2
checker board of 3/4 and 1/2. The inner checkers are large enough to fill the interior with
the 2x2 checker grid. */
static void make_ringed_alpha_bitmap(SkBitmap* result, int width, int height) {
SkASSERT(0 == width % 2 && 0 == height % 2);
static const SkPMColor kZero = 0x00;
static const SkPMColor kHalf = 0x80;
static const SkPMColor k3Q = 0xC0;
static const SkPMColor kOne = 0xFF;
SkImageInfo info = SkImageInfo::MakeA8(width, height);
// The 4 byte alignment seems to be necessary to allow this bmp to be converted
// to an image.
result->allocPixels(info, SkAlign4(width));
uint8_t* scanline = result->getAddr8(0, 0);
for (int x = 0; x < width; ++x) {
scanline[x] = kOne;
}
scanline = result->getAddr8(0, 1);
scanline[0] = kOne;
for (int x = 1; x < width - 1; ++x) {
scanline[x] = kZero;
}
scanline[width - 1] = kOne;
for (int y = 2; y < height / 2; ++y) {
scanline = result->getAddr8(0, y);
scanline[0] = kOne;
scanline[1] = kZero;
for (int x = 2; x < width / 2; ++x) {
scanline[x] = k3Q;
}
for (int x = width / 2; x < width - 2; ++x) {
scanline[x] = kHalf;
}
scanline[width - 2] = kZero;
scanline[width - 1] = kOne;
}
for (int y = height / 2; y < height - 2; ++y) {
scanline = result->getAddr8(0, y);
scanline[0] = kOne;
scanline[1] = kZero;
for (int x = 2; x < width / 2; ++x) {
scanline[x] = kHalf;
}
for (int x = width / 2; x < width - 2; ++x) {
scanline[x] = k3Q;
}
scanline[width - 2] = kZero;
scanline[width - 1] = kOne;
}
scanline = result->getAddr8(0, height - 2);
scanline[0] = kOne;
for (int x = 1; x < width - 1; ++x) {
scanline[x] = kZero;
}
scanline[width - 1] = kOne;
scanline = result->getAddr8(0, height - 1);
for (int x = 0; x < width; ++x) {
scanline[x] = kOne;
}
result->setImmutable();
}
static SkShader* make_shader() {
static const SkPoint pts[] = { {0, 0}, {20, 20} };
static const SkColor colors[] = { SK_ColorGREEN, SK_ColorYELLOW };
return SkGradientShader::CreateLinear(pts, colors, nullptr, 2, SkShader::kMirror_TileMode);
}
static SkShader* make_null_shader() { return nullptr; }
enum BleedTest {
kUseBitmap_BleedTest,
kUseImage_BleedTest,
kUseAlphaBitmap_BleedTest,
kUseAlphaImage_BleedTest,
kUseAlphaBitmapShader_BleedTest,
kUseAlphaImageShader_BleedTest,
};
const struct {
const char* fName;
void(*fBmpMaker)(SkBitmap* result, int width, int height);
SkShader*(*fShaderMaker)();
void(*fDraw)(SkCanvas*, const SkBitmap&, const SkImage*, const SkRect&, const SkRect&,
const SkPaint*, SkCanvas::SrcRectConstraint);
} gBleedRec[] = {
{ "bleed", make_ringed_color_bitmap, make_null_shader, draw_bitmap_rect },
{ "bleed_image", make_ringed_color_bitmap, make_null_shader, draw_image_rect },
{ "bleed_alpha_bmp", make_ringed_alpha_bitmap, make_null_shader, draw_bitmap_rect },
{ "bleed_alpha_image", make_ringed_alpha_bitmap, make_null_shader, draw_image_rect },
{ "bleed_alpha_bmp_shader", make_ringed_alpha_bitmap, make_shader, draw_bitmap_rect },
{ "bleed_alpha_image_shader", make_ringed_alpha_bitmap, make_shader, draw_image_rect },
};
// This GM exercises the drawBitmapRect constraints
class BleedGM : public skiagm::GM {
public:
BleedGM(BleedTest bt) : fBT(bt) {}
protected:
SkString onShortName() override {
return SkString(gBleedRec[fBT].fName);
}
SkISize onISize() override {
return SkISize::Make(1050, 780);
}
void onOnceBeforeDraw() override {
gBleedRec[fBT].fBmpMaker(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize);
fImageSmall.reset(SkImage::NewFromBitmap(fBitmapSmall));
// To exercise the GPU's tiling path we need a texture
// too big for the GPU to handle in one go
gBleedRec[fBT].fBmpMaker(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize);
fImageBig.reset(SkImage::NewFromBitmap(fBitmapBig));
fShader.reset(gBleedRec[fBT].fShaderMaker());
}
// Draw only the center of the small bitmap
void drawCase1(SkCanvas* canvas, int transX, int transY, bool aa,
SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) {
SkRect src = SkRect::MakeXYWH(2, 2,
SkIntToScalar(kSmallTextureSize-4),
SkIntToScalar(kSmallTextureSize-4));
SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY),
SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
paint.setFilterQuality(filter);
paint.setShader(fShader);
paint.setColor(SK_ColorBLUE);
paint.setAntiAlias(aa);
gBleedRec[fBT].fDraw(canvas, fBitmapSmall, fImageSmall, src, dst, &paint, constraint);
}
// Draw almost all of the large bitmap
void drawCase2(SkCanvas* canvas, int transX, int transY, bool aa,
SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) {
SkRect src = SkRect::MakeXYWH(2, 2,
SkIntToScalar(fBitmapBig.width()-4),
SkIntToScalar(fBitmapBig.height()-4));
SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY),
SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
paint.setFilterQuality(filter);
paint.setShader(fShader);
paint.setColor(SK_ColorBLUE);
paint.setAntiAlias(aa);
gBleedRec[fBT].fDraw(canvas, fBitmapBig, fImageBig, src, dst, &paint, constraint);
}
// Draw ~1/4 of the large bitmap
void drawCase3(SkCanvas* canvas, int transX, int transY, bool aa,
SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) {
SkRect src = SkRect::MakeXYWH(2, 2,
SkIntToScalar(fBitmapBig.width()/2-2),
SkIntToScalar(fBitmapBig.height()/2-2));
SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY),
SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
paint.setFilterQuality(filter);
paint.setShader(fShader);
paint.setColor(SK_ColorBLUE);
paint.setAntiAlias(aa);
gBleedRec[fBT].fDraw(canvas, fBitmapBig, fImageBig, src, dst, &paint, constraint);
}
// Draw the center of the small bitmap with a mask filter
void drawCase4(SkCanvas* canvas, int transX, int transY, bool aa,
SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) {
SkRect src = SkRect::MakeXYWH(2, 2,
SkIntToScalar(kSmallTextureSize-4),
SkIntToScalar(kSmallTextureSize-4));
SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY),
SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
paint.setFilterQuality(filter);
SkMaskFilter* mf = SkBlurMaskFilter::Create(kNormal_SkBlurStyle,
SkBlurMask::ConvertRadiusToSigma(3));
paint.setMaskFilter(mf)->unref();
paint.setShader(fShader);
paint.setColor(SK_ColorBLUE);
paint.setAntiAlias(aa);
gBleedRec[fBT].fDraw(canvas, fBitmapSmall, fImageSmall, src, dst, &paint, constraint);
}
void onDraw(SkCanvas* canvas) override {
canvas->clear(SK_ColorGRAY);
SkTDArray<SkMatrix> matrices;
// Draw with identity
*matrices.append() = SkMatrix::I();
// Draw with rotation and scale down in x, up in y.
SkMatrix m;
static const SkScalar kBottom = SkIntToScalar(kRow3Y + kBlockSize + kBlockSpacing);
m.setTranslate(0, kBottom);
m.preRotate(15.f, 0, kBottom + kBlockSpacing);
m.preScale(0.71f, 1.22f);
*matrices.append() = m;
// Align the next set with the middle of the previous in y, translated to the right in x.
SkPoint corners[] = {{0, 0}, { 0, kBottom }, { kWidth, kBottom }, {kWidth, 0} };
matrices[matrices.count()-1].mapPoints(corners, 4);
SkScalar y = (corners[0].fY + corners[1].fY + corners[2].fY + corners[3].fY) / 4;
SkScalar x = SkTMax(SkTMax(corners[0].fX, corners[1].fX),
SkTMax(corners[2].fX, corners[3].fX));
m.setTranslate(x, y);
m.preScale(0.2f, 0.2f);
*matrices.append() = m;
SkScalar maxX = 0;
for (int antiAlias = 0; antiAlias < 2; ++antiAlias) {
canvas->save();
canvas->translate(maxX, 0);
for (int m = 0; m < matrices.count(); ++m) {
canvas->save();
canvas->concat(matrices[m]);
bool aa = SkToBool(antiAlias);
// First draw a column with no bleeding and no filtering
this->drawCase1(canvas, kCol0X, kRow0Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality);
this->drawCase2(canvas, kCol0X, kRow1Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality);
this->drawCase3(canvas, kCol0X, kRow2Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality);
this->drawCase4(canvas, kCol0X, kRow3Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality);
// Then draw a column with no bleeding and low filtering
this->drawCase1(canvas, kCol1X, kRow0Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality);
this->drawCase2(canvas, kCol1X, kRow1Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality);
this->drawCase3(canvas, kCol1X, kRow2Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality);
this->drawCase4(canvas, kCol1X, kRow3Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality);
// Then draw a column with no bleeding and high filtering
this->drawCase1(canvas, kCol2X, kRow0Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality);
this->drawCase2(canvas, kCol2X, kRow1Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality);
this->drawCase3(canvas, kCol2X, kRow2Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality);
this->drawCase4(canvas, kCol2X, kRow3Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality);
// Then draw a column with bleeding and no filtering (bleed should have no effect w/out blur)
this->drawCase1(canvas, kCol3X, kRow0Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality);
this->drawCase2(canvas, kCol3X, kRow1Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality);
this->drawCase3(canvas, kCol3X, kRow2Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality);
this->drawCase4(canvas, kCol3X, kRow3Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality);
// Then draw a column with bleeding and low filtering
this->drawCase1(canvas, kCol4X, kRow0Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality);
this->drawCase2(canvas, kCol4X, kRow1Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality);
this->drawCase3(canvas, kCol4X, kRow2Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality);
this->drawCase4(canvas, kCol4X, kRow3Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality);
// Finally draw a column with bleeding and high filtering
this->drawCase1(canvas, kCol5X, kRow0Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality);
this->drawCase2(canvas, kCol5X, kRow1Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality);
this->drawCase3(canvas, kCol5X, kRow2Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality);
this->drawCase4(canvas, kCol5X, kRow3Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality);
SkPoint corners[] = { { 0, 0 },{ 0, kBottom },{ kWidth, kBottom },{ kWidth, 0 } };
matrices[m].mapPoints(corners, 4);
SkScalar x = kBlockSize + SkTMax(SkTMax(corners[0].fX, corners[1].fX),
SkTMax(corners[2].fX, corners[3].fX));
maxX = SkTMax(maxX, x);
canvas->restore();
}
canvas->restore();
}
}
#if SK_SUPPORT_GPU
void modifyGrContextOptions(GrContextOptions* options) override {
options->fMaxTextureSizeOverride = kMaxTextureSize;
}
#endif
private:
static const int kBlockSize = 70;
static const int kBlockSpacing = 5;
static const int kCol0X = kBlockSpacing;
static const int kCol1X = 2*kBlockSpacing + kBlockSize;
static const int kCol2X = 3*kBlockSpacing + 2*kBlockSize;
static const int kCol3X = 4*kBlockSpacing + 3*kBlockSize;
static const int kCol4X = 5*kBlockSpacing + 4*kBlockSize;
static const int kCol5X = 6*kBlockSpacing + 5*kBlockSize;
static const int kWidth = 7*kBlockSpacing + 6*kBlockSize;
static const int kRow0Y = kBlockSpacing;
static const int kRow1Y = 2*kBlockSpacing + kBlockSize;
static const int kRow2Y = 3*kBlockSpacing + 2*kBlockSize;
static const int kRow3Y = 4*kBlockSpacing + 3*kBlockSize;
static const int kSmallTextureSize = 6;
static const int kMaxTextureSize = 32;
SkBitmap fBitmapSmall;
SkBitmap fBitmapBig;
SkAutoTUnref<SkImage> fImageSmall;
SkAutoTUnref<SkImage> fImageBig;
SkAutoTUnref<SkShader> fShader;
const BleedTest fBT;
typedef GM INHERITED;
};
DEF_GM( return new BleedGM(kUseBitmap_BleedTest); )
DEF_GM( return new BleedGM(kUseImage_BleedTest); )
DEF_GM( return new BleedGM(kUseAlphaBitmap_BleedTest); )
DEF_GM( return new BleedGM(kUseAlphaImage_BleedTest); )
#if 0 // Currently crashes GPU backend
DEF_GM(return new BleedGM(kUseAlphaBitmapShader_BleedTest); )
DEF_GM(return new BleedGM(kUseAlphaImageShader_BleedTest); )
#endif