skia2/gm/bug6783.cpp
Mike Reed c82ab0839f Stop using filterquality
Change-Id: I67d1a464618f1a54f4e3bd4e1409b1d91a90e66a
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/429336
Reviewed-by: Mike Reed <reed@google.com>
Commit-Queue: Mike Reed <reed@google.com>
2021-07-17 03:11:32 +00:00

56 lines
1.9 KiB
C++

/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "gm/gm.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColor.h"
#include "include/core/SkImage.h"
#include "include/core/SkMatrix.h"
#include "include/core/SkPaint.h"
#include "include/core/SkRect.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkShader.h"
#include "include/core/SkSurface.h"
#include "include/core/SkTileMode.h"
// This GM reproduces skia:6783, which demonstrated a bug in repeat and mirror
// image sampling tiling modes as implemented in software. We want to tile to
// [0,limit), and the old incorrect logic was:
//
// limit = ulp_before(limit)
// val = val - floor(val/limit)*limit (This is repeat; mirror is similar.)
//
// while the correct logic is more like:
//
// val = val - floor(val/limit)*limit
// val = min(val, ulp_before(limit))
//
// You would see ugly jaggies on the blue/yellow edge near the bottom left if
// the bug were still present. All stripes should now look roughly the same.
DEF_SIMPLE_GM(bug6783, canvas, 500, 500) {
sk_sp<SkSurface> surface = SkSurface::MakeRasterN32Premul(100, 100);
SkPaint p;
p.setColor(SK_ColorYELLOW);
surface->getCanvas()->drawPaint(p);
p.setColor(SK_ColorBLUE);
surface->getCanvas()->drawRect(SkRect::MakeWH(50, 100), p);
sk_sp<SkImage> img = surface->makeImageSnapshot();
SkMatrix m = SkMatrix::Translate(25, 214) * SkMatrix::Scale(2, 2);
m.preSkew(0.5f, 0.5f);
// The bug was present at all filter levels, but you might not notice it at nearest.
SkSamplingOptions sampling(SkFilterMode::kLinear);
// It's only important to repeat or mirror in x to show off the bug.
p.setShader(img->makeShader(SkTileMode::kRepeat, SkTileMode::kClamp, sampling, m));
canvas->drawPaint(p);
}