dbfd7ab108
'static const' means, there must be at most one of these, and initialize it at compile time if possible or runtime if necessary. This leads to unexpected code execution, and TSAN* will complain about races on the guard variables. Generally 'constexpr' or 'const' are better choices. Neither can cause races: they're either intialized at compile time (constexpr) or intialized each time independently (const). This CL prefers constexpr where possible, and uses const where not. It even prefers constexpr over const where they don't make a difference... I want to have lots of examples of constexpr for people to see and mimic. The scoped-to-class static has nothing to do with any of this, and is not changed. * Not yet on the bots, which use an older TSAN. BUG=skia: GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2300623005 Review-Url: https://codereview.chromium.org/2300623005
110 lines
2.7 KiB
C++
110 lines
2.7 KiB
C++
/*
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* Copyright 2011 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 "SkShader.h"
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using namespace skiagm;
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GM::GM() {
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fMode = kGM_Mode;
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fBGColor = SK_ColorWHITE;
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fCanvasIsDeferred = false;
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fHaveCalledOnceBeforeDraw = false;
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fStarterMatrix.reset();
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}
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GM::~GM() {}
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void GM::draw(SkCanvas* canvas) {
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this->drawBackground(canvas);
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this->drawContent(canvas);
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}
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void GM::drawContent(SkCanvas* canvas) {
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if (!fHaveCalledOnceBeforeDraw) {
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fHaveCalledOnceBeforeDraw = true;
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this->onOnceBeforeDraw();
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}
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this->onDraw(canvas);
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}
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void GM::drawBackground(SkCanvas* canvas) {
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if (!fHaveCalledOnceBeforeDraw) {
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fHaveCalledOnceBeforeDraw = true;
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this->onOnceBeforeDraw();
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}
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this->onDrawBackground(canvas);
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}
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const char* GM::getName() {
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if (fShortName.size() == 0) {
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fShortName = this->onShortName();
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}
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return fShortName.c_str();
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}
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void GM::setBGColor(SkColor color) {
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fBGColor = color;
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}
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bool GM::animate(const SkAnimTimer& timer) {
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return this->onAnimate(timer);
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}
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/////////////////////////////////////////////////////////////////////////////////////////////
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void GM::onDrawBackground(SkCanvas* canvas) {
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canvas->drawColor(fBGColor, SkXfermode::kSrc_Mode);
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}
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void GM::drawSizeBounds(SkCanvas* canvas, SkColor color) {
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SkISize size = this->getISize();
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SkRect r = SkRect::MakeWH(SkIntToScalar(size.width()),
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SkIntToScalar(size.height()));
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SkPaint paint;
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paint.setColor(color);
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canvas->drawRect(r, paint);
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}
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void GM::DrawGpuOnlyMessage(SkCanvas* canvas) {
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SkBitmap bmp;
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bmp.allocN32Pixels(128, 64);
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SkCanvas bmpCanvas(bmp);
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bmpCanvas.drawColor(SK_ColorWHITE);
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SkPaint paint;
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paint.setAntiAlias(true);
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paint.setTextSize(20);
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paint.setColor(SK_ColorRED);
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sk_tool_utils::set_portable_typeface(&paint);
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constexpr char kTxt[] = "GPU Only";
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bmpCanvas.drawText(kTxt, strlen(kTxt), 20, 40, paint);
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SkMatrix localM;
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localM.setRotate(35.f);
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localM.postTranslate(10.f, 0.f);
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paint.setShader(SkShader::MakeBitmapShader(bmp, SkShader::kMirror_TileMode,
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SkShader::kMirror_TileMode,
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&localM));
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paint.setFilterQuality(kMedium_SkFilterQuality);
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canvas->drawPaint(paint);
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return;
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}
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// need to explicitly declare this, or we get some weird infinite loop llist
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template GMRegistry* GMRegistry::gHead;
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void skiagm::SimpleGM::onDraw(SkCanvas* canvas) {
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fDrawProc(canvas);
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}
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SkISize skiagm::SimpleGM::onISize() {
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return fSize;
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}
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SkString skiagm::SimpleGM::onShortName() {
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return fName;
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}
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