7fde8e1728
This almost gets gms to be iwyu clean. The last bit is around gm.cpp and the tracing framework and its use of atomic. Will also need a way of keeping things from regressing, which is difficult due to needing to do this outside-in. Change-Id: I1393531e99da8b0f1a29f55c53c86d53f459af7d Reviewed-on: https://skia-review.googlesource.com/c/skia/+/211593 Reviewed-by: Herb Derby <herb@google.com> Commit-Queue: Ben Wagner <bungeman@google.com>
156 lines
3.9 KiB
C++
156 lines
3.9 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/gm.h"
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#include "include/core/SkBitmap.h"
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#include "include/core/SkBlurTypes.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkFont.h"
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#include "include/core/SkMaskFilter.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkPath.h"
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#include "include/core/SkRect.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkScalar.h"
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#include "include/core/SkShader.h"
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#include "include/core/SkSize.h"
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#include "include/core/SkString.h"
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#include "include/core/SkTileMode.h"
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#include "include/core/SkTypeface.h"
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#include "tools/ToolUtils.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 = fTexture.makeShader(SkTileMode::kRepeat, SkTileMode::kRepeat);
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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 = SkMaskFilter::MakeBlur(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.setShader(fShader);
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paint.setMaskFilter(fMaskFilter);
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SkFont font(ToolUtils::create_portable_typeface(), 72);
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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->drawString("M", 100.0f, 100.0f, font, 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.setStyle(SkPaint::kStroke_Style);
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paint2.setStrokeWidth(1);
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canvas->drawString("M", 100.0f, 100.0f, font, paint2);
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paint2.setColor(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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DEF_GM( return new SamplerStressGM; )
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}
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