9003d1e738
Review URL: https://codereview.chromium.org/1423793002
425 lines
18 KiB
C++
425 lines
18 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 "SkBlurMask.h"
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#include "SkBlurMaskFilter.h"
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#include "SkCanvas.h"
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#include "SkGradientShader.h"
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#include "SkImage.h"
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#if SK_SUPPORT_GPU
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#include "GrContext.h"
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#include "GrContextOptions.h"
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#endif
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static void draw_bitmap_rect(SkCanvas* canvas, const SkBitmap& bitmap, const SkImage*,
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const SkRect& src, const SkRect& dst,
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const SkPaint* paint, SkCanvas::SrcRectConstraint constraint) {
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canvas->drawBitmapRect(bitmap, src, dst, paint, constraint);
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}
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static void draw_image_rect(SkCanvas* canvas, const SkBitmap&, const SkImage* image,
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const SkRect& src, const SkRect& dst,
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const SkPaint* paint, SkCanvas::SrcRectConstraint constraint) {
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canvas->drawImageRect(image, src, dst, paint, constraint);
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}
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// Create a black&white checked texture with 2 1-pixel rings
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// around the outside edge. The inner ring is red and the outer ring is blue.
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static void make_ringed_color_bitmap(SkBitmap* result, int width, int height) {
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SkASSERT(0 == width % 2 && 0 == height % 2);
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static const SkPMColor kRed = SkPreMultiplyColor(SK_ColorRED);
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static const SkPMColor kBlue = SkPreMultiplyColor(SK_ColorBLUE);
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static const SkPMColor kBlack = SkPreMultiplyColor(SK_ColorBLACK);
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static const SkPMColor kWhite = SkPreMultiplyColor(SK_ColorWHITE);
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result->allocN32Pixels(width, height, true);
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SkPMColor* scanline = result->getAddr32(0, 0);
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for (int x = 0; x < width; ++x) {
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scanline[x] = kBlue;
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}
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scanline = result->getAddr32(0, 1);
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scanline[0] = kBlue;
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for (int x = 1; x < width - 1; ++x) {
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scanline[x] = kRed;
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}
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scanline[width-1] = kBlue;
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for (int y = 2; y < height/2; ++y) {
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scanline = result->getAddr32(0, y);
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scanline[0] = kBlue;
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scanline[1] = kRed;
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for (int x = 2; x < width/2; ++x) {
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scanline[x] = kBlack;
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}
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for (int x = width/2; x < width-2; ++x) {
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scanline[x] = kWhite;
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}
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scanline[width-2] = kRed;
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scanline[width-1] = kBlue;
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}
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for (int y = height/2; y < height-2; ++y) {
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scanline = result->getAddr32(0, y);
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scanline[0] = kBlue;
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scanline[1] = kRed;
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for (int x = 2; x < width/2; ++x) {
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scanline[x] = kWhite;
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}
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for (int x = width/2; x < width-2; ++x) {
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scanline[x] = kBlack;
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}
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scanline[width-2] = kRed;
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scanline[width-1] = kBlue;
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}
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scanline = result->getAddr32(0, height-2);
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scanline[0] = kBlue;
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for (int x = 1; x < width - 1; ++x) {
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scanline[x] = kRed;
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}
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scanline[width-1] = kBlue;
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scanline = result->getAddr32(0, height-1);
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for (int x = 0; x < width; ++x) {
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scanline[x] = kBlue;
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}
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result->setImmutable();
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}
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/** Makes a alpha bitmap with 1 wide rect/ring of 1s, an inset of 0s, and the interior is a 2x2
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checker board of 3/4 and 1/2. The inner checkers are large enough to fill the interior with
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the 2x2 checker grid. */
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static void make_ringed_alpha_bitmap(SkBitmap* result, int width, int height) {
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SkASSERT(0 == width % 2 && 0 == height % 2);
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static const SkPMColor kZero = 0x00;
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static const SkPMColor kHalf = 0x80;
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static const SkPMColor k3Q = 0xC0;
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static const SkPMColor kOne = 0xFF;
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SkImageInfo info = SkImageInfo::MakeA8(width, height);
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// The 4 byte alignment seems to be necessary to allow this bmp to be converted
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// to an image.
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result->allocPixels(info, SkAlign4(width));
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uint8_t* scanline = result->getAddr8(0, 0);
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for (int x = 0; x < width; ++x) {
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scanline[x] = kOne;
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}
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scanline = result->getAddr8(0, 1);
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scanline[0] = kOne;
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for (int x = 1; x < width - 1; ++x) {
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scanline[x] = kZero;
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}
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scanline[width - 1] = kOne;
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for (int y = 2; y < height / 2; ++y) {
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scanline = result->getAddr8(0, y);
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scanline[0] = kOne;
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scanline[1] = kZero;
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for (int x = 2; x < width / 2; ++x) {
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scanline[x] = k3Q;
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}
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for (int x = width / 2; x < width - 2; ++x) {
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scanline[x] = kHalf;
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}
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scanline[width - 2] = kZero;
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scanline[width - 1] = kOne;
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}
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for (int y = height / 2; y < height - 2; ++y) {
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scanline = result->getAddr8(0, y);
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scanline[0] = kOne;
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scanline[1] = kZero;
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for (int x = 2; x < width / 2; ++x) {
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scanline[x] = kHalf;
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}
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for (int x = width / 2; x < width - 2; ++x) {
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scanline[x] = k3Q;
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}
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scanline[width - 2] = kZero;
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scanline[width - 1] = kOne;
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}
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scanline = result->getAddr8(0, height - 2);
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scanline[0] = kOne;
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for (int x = 1; x < width - 1; ++x) {
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scanline[x] = kZero;
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}
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scanline[width - 1] = kOne;
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scanline = result->getAddr8(0, height - 1);
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for (int x = 0; x < width; ++x) {
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scanline[x] = kOne;
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}
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result->setImmutable();
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}
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static SkShader* make_shader() {
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static const SkPoint pts[] = { {0, 0}, {20, 20} };
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static const SkColor colors[] = { SK_ColorGREEN, SK_ColorYELLOW };
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return SkGradientShader::CreateLinear(pts, colors, nullptr, 2, SkShader::kMirror_TileMode);
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}
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static SkShader* make_null_shader() { return nullptr; }
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enum BleedTest {
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kUseBitmap_BleedTest,
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kUseImage_BleedTest,
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kUseAlphaBitmap_BleedTest,
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kUseAlphaImage_BleedTest,
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kUseAlphaBitmapShader_BleedTest,
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kUseAlphaImageShader_BleedTest,
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};
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const struct {
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const char* fName;
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void(*fBmpMaker)(SkBitmap* result, int width, int height);
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SkShader*(*fShaderMaker)();
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void(*fDraw)(SkCanvas*, const SkBitmap&, const SkImage*, const SkRect&, const SkRect&,
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const SkPaint*, SkCanvas::SrcRectConstraint);
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} gBleedRec[] = {
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{ "bleed", make_ringed_color_bitmap, make_null_shader, draw_bitmap_rect },
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{ "bleed_image", make_ringed_color_bitmap, make_null_shader, draw_image_rect },
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{ "bleed_alpha_bmp", make_ringed_alpha_bitmap, make_null_shader, draw_bitmap_rect },
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{ "bleed_alpha_image", make_ringed_alpha_bitmap, make_null_shader, draw_image_rect },
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{ "bleed_alpha_bmp_shader", make_ringed_alpha_bitmap, make_shader, draw_bitmap_rect },
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{ "bleed_alpha_image_shader", make_ringed_alpha_bitmap, make_shader, draw_image_rect },
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};
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// This GM exercises the drawBitmapRect constraints
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class BleedGM : public skiagm::GM {
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public:
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BleedGM(BleedTest bt) : fBT(bt) {}
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protected:
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SkString onShortName() override {
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return SkString(gBleedRec[fBT].fName);
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}
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SkISize onISize() override {
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return SkISize::Make(1050, 780);
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}
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void onOnceBeforeDraw() override {
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gBleedRec[fBT].fBmpMaker(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize);
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fImageSmall.reset(SkImage::NewFromBitmap(fBitmapSmall));
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// To exercise the GPU's tiling path we need a texture
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// too big for the GPU to handle in one go
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gBleedRec[fBT].fBmpMaker(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize);
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fImageBig.reset(SkImage::NewFromBitmap(fBitmapBig));
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fShader.reset(gBleedRec[fBT].fShaderMaker());
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}
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// Draw only the center of the small bitmap
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void drawCase1(SkCanvas* canvas, int transX, int transY, bool aa,
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SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) {
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SkRect src = SkRect::MakeXYWH(2, 2,
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SkIntToScalar(kSmallTextureSize-4),
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SkIntToScalar(kSmallTextureSize-4));
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SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY),
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SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterQuality(filter);
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paint.setShader(fShader);
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paint.setColor(SK_ColorBLUE);
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paint.setAntiAlias(aa);
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gBleedRec[fBT].fDraw(canvas, fBitmapSmall, fImageSmall, src, dst, &paint, constraint);
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}
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// Draw almost all of the large bitmap
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void drawCase2(SkCanvas* canvas, int transX, int transY, bool aa,
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SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) {
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SkRect src = SkRect::MakeXYWH(2, 2,
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SkIntToScalar(fBitmapBig.width()-4),
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SkIntToScalar(fBitmapBig.height()-4));
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SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY),
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SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterQuality(filter);
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paint.setShader(fShader);
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paint.setColor(SK_ColorBLUE);
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paint.setAntiAlias(aa);
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gBleedRec[fBT].fDraw(canvas, fBitmapBig, fImageBig, src, dst, &paint, constraint);
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}
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// Draw ~1/4 of the large bitmap
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void drawCase3(SkCanvas* canvas, int transX, int transY, bool aa,
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SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) {
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SkRect src = SkRect::MakeXYWH(2, 2,
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SkIntToScalar(fBitmapBig.width()/2-2),
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SkIntToScalar(fBitmapBig.height()/2-2));
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SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY),
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SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterQuality(filter);
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paint.setShader(fShader);
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paint.setColor(SK_ColorBLUE);
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paint.setAntiAlias(aa);
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gBleedRec[fBT].fDraw(canvas, fBitmapBig, fImageBig, src, dst, &paint, constraint);
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}
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// Draw the center of the small bitmap with a mask filter
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void drawCase4(SkCanvas* canvas, int transX, int transY, bool aa,
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SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) {
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SkRect src = SkRect::MakeXYWH(2, 2,
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SkIntToScalar(kSmallTextureSize-4),
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SkIntToScalar(kSmallTextureSize-4));
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SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY),
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SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterQuality(filter);
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SkMaskFilter* mf = SkBlurMaskFilter::Create(kNormal_SkBlurStyle,
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SkBlurMask::ConvertRadiusToSigma(3));
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paint.setMaskFilter(mf)->unref();
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paint.setShader(fShader);
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paint.setColor(SK_ColorBLUE);
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paint.setAntiAlias(aa);
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gBleedRec[fBT].fDraw(canvas, fBitmapSmall, fImageSmall, src, dst, &paint, constraint);
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}
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void onDraw(SkCanvas* canvas) override {
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canvas->clear(SK_ColorGRAY);
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SkTDArray<SkMatrix> matrices;
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// Draw with identity
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*matrices.append() = SkMatrix::I();
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// Draw with rotation and scale down in x, up in y.
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SkMatrix m;
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static const SkScalar kBottom = SkIntToScalar(kRow3Y + kBlockSize + kBlockSpacing);
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m.setTranslate(0, kBottom);
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m.preRotate(15.f, 0, kBottom + kBlockSpacing);
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m.preScale(0.71f, 1.22f);
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*matrices.append() = m;
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// Align the next set with the middle of the previous in y, translated to the right in x.
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SkPoint corners[] = {{0, 0}, { 0, kBottom }, { kWidth, kBottom }, {kWidth, 0} };
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matrices[matrices.count()-1].mapPoints(corners, 4);
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SkScalar y = (corners[0].fY + corners[1].fY + corners[2].fY + corners[3].fY) / 4;
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SkScalar x = SkTMax(SkTMax(corners[0].fX, corners[1].fX),
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SkTMax(corners[2].fX, corners[3].fX));
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m.setTranslate(x, y);
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m.preScale(0.2f, 0.2f);
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*matrices.append() = m;
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SkScalar maxX = 0;
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for (int antiAlias = 0; antiAlias < 2; ++antiAlias) {
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canvas->save();
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canvas->translate(maxX, 0);
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for (int m = 0; m < matrices.count(); ++m) {
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canvas->save();
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canvas->concat(matrices[m]);
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bool aa = SkToBool(antiAlias);
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// First draw a column with no bleeding and no filtering
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this->drawCase1(canvas, kCol0X, kRow0Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality);
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this->drawCase2(canvas, kCol0X, kRow1Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality);
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this->drawCase3(canvas, kCol0X, kRow2Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality);
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this->drawCase4(canvas, kCol0X, kRow3Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality);
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// Then draw a column with no bleeding and low filtering
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this->drawCase1(canvas, kCol1X, kRow0Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality);
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this->drawCase2(canvas, kCol1X, kRow1Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality);
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this->drawCase3(canvas, kCol1X, kRow2Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality);
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this->drawCase4(canvas, kCol1X, kRow3Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality);
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// Then draw a column with no bleeding and high filtering
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this->drawCase1(canvas, kCol2X, kRow0Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality);
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this->drawCase2(canvas, kCol2X, kRow1Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality);
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this->drawCase3(canvas, kCol2X, kRow2Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality);
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this->drawCase4(canvas, kCol2X, kRow3Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality);
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// Then draw a column with bleeding and no filtering (bleed should have no effect w/out blur)
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this->drawCase1(canvas, kCol3X, kRow0Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality);
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this->drawCase2(canvas, kCol3X, kRow1Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality);
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this->drawCase3(canvas, kCol3X, kRow2Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality);
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this->drawCase4(canvas, kCol3X, kRow3Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality);
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// Then draw a column with bleeding and low filtering
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this->drawCase1(canvas, kCol4X, kRow0Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality);
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this->drawCase2(canvas, kCol4X, kRow1Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality);
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this->drawCase3(canvas, kCol4X, kRow2Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality);
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this->drawCase4(canvas, kCol4X, kRow3Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality);
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// Finally draw a column with bleeding and high filtering
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this->drawCase1(canvas, kCol5X, kRow0Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality);
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this->drawCase2(canvas, kCol5X, kRow1Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality);
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this->drawCase3(canvas, kCol5X, kRow2Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality);
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this->drawCase4(canvas, kCol5X, kRow3Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality);
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SkPoint corners[] = { { 0, 0 },{ 0, kBottom },{ kWidth, kBottom },{ kWidth, 0 } };
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matrices[m].mapPoints(corners, 4);
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SkScalar x = kBlockSize + SkTMax(SkTMax(corners[0].fX, corners[1].fX),
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SkTMax(corners[2].fX, corners[3].fX));
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maxX = SkTMax(maxX, x);
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canvas->restore();
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}
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canvas->restore();
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}
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}
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#if SK_SUPPORT_GPU
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void modifyGrContextOptions(GrContextOptions* options) override {
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options->fMaxTextureSizeOverride = kMaxTextureSize;
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}
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#endif
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private:
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static const int kBlockSize = 70;
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static const int kBlockSpacing = 5;
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static const int kCol0X = kBlockSpacing;
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static const int kCol1X = 2*kBlockSpacing + kBlockSize;
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static const int kCol2X = 3*kBlockSpacing + 2*kBlockSize;
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static const int kCol3X = 4*kBlockSpacing + 3*kBlockSize;
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static const int kCol4X = 5*kBlockSpacing + 4*kBlockSize;
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static const int kCol5X = 6*kBlockSpacing + 5*kBlockSize;
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static const int kWidth = 7*kBlockSpacing + 6*kBlockSize;
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static const int kRow0Y = kBlockSpacing;
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static const int kRow1Y = 2*kBlockSpacing + kBlockSize;
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static const int kRow2Y = 3*kBlockSpacing + 2*kBlockSize;
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static const int kRow3Y = 4*kBlockSpacing + 3*kBlockSize;
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static const int kSmallTextureSize = 6;
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static const int kMaxTextureSize = 32;
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SkBitmap fBitmapSmall;
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SkBitmap fBitmapBig;
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SkAutoTUnref<SkImage> fImageSmall;
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SkAutoTUnref<SkImage> fImageBig;
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SkAutoTUnref<SkShader> fShader;
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const BleedTest fBT;
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typedef GM INHERITED;
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};
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DEF_GM( return new BleedGM(kUseBitmap_BleedTest); )
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DEF_GM( return new BleedGM(kUseImage_BleedTest); )
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DEF_GM( return new BleedGM(kUseAlphaBitmap_BleedTest); )
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DEF_GM( return new BleedGM(kUseAlphaImage_BleedTest); )
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#if 0 // Currently crashes GPU backend
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DEF_GM(return new BleedGM(kUseAlphaBitmapShader_BleedTest); )
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DEF_GM(return new BleedGM(kUseAlphaImageShader_BleedTest); )
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#endif
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