skia2/gm/verylargebitmap.cpp
mtklein 7cdc1ee115 Add always-threaded SkRecord quilt tests.
Now that we're drawing tiles threaded like implside painting, remove the checks
that those lock counts are balanced.  They're just not right for anyone anymore.

SkBitmaps themselves are not threadsafe (even const ones), so shallow copy them
on playback of an SkRecord.  (The underlying SkPixelRefs are threadsafe.)

Simplify quilt drawing by using SkBitmap::extractSubset.  No need for locking.

Bump up to 256x256 tiles.  16x16 tiles just murders performance (way too much
contention).  This has the nice side effect of letting us enable a bunch more
GMs for quilt mode; they drew wrong with small tiles but exactly right with large.

BUG=171776
R=reed@google.com, mtklein@google.com

Author: mtklein@chromium.org

Review URL: https://codereview.chromium.org/371023005
2014-07-07 10:41:04 -07:00

122 lines
3.6 KiB
C++

/*
* Copyright 2012 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 "SkCanvas.h"
#include "SkGradientShader.h"
#include "SkPath.h"
static void make_bm(SkBitmap* bm, int width, int height, SkColor colors[2]) {
bm->allocN32Pixels(width, height);
SkCanvas canvas(*bm);
SkPoint center = {SkIntToScalar(width)/2, SkIntToScalar(height)/2};
SkScalar radius = 40;
SkShader* shader = SkGradientShader::CreateRadial(center, radius, colors, NULL, 2,
SkShader::kMirror_TileMode);
SkPaint paint;
paint.setShader(shader)->unref();
paint.setXfermodeMode(SkXfermode::kSrc_Mode);
canvas.drawPaint(paint);
bm->setImmutable();
}
static void show_bm(SkCanvas* canvas, int width, int height, SkColor colors[2]) {
SkBitmap bm;
make_bm(&bm, width, height, colors);
SkPaint paint;
SkRect r;
SkIRect ir;
paint.setStyle(SkPaint::kStroke_Style);
ir.set(0, 0, 128, 128);
r.set(ir);
canvas->save();
canvas->clipRect(r);
canvas->drawBitmap(bm, 0, 0, NULL);
canvas->restore();
canvas->drawRect(r, paint);
r.offset(SkIntToScalar(150), 0);
// exercises extract bitmap, but not shader
canvas->drawBitmapRect(bm, &ir, r, NULL);
canvas->drawRect(r, paint);
r.offset(SkIntToScalar(150), 0);
// exercises bitmapshader
canvas->drawBitmapRect(bm, NULL, r, NULL);
canvas->drawRect(r, paint);
}
class VeryLargeBitmapGM : public skiagm::GM {
public:
VeryLargeBitmapGM() {}
protected:
virtual SkString onShortName() SK_OVERRIDE {
return SkString("verylargebitmap");
}
virtual SkISize onISize() SK_OVERRIDE {
return SkISize::Make(500, 600);
}
virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
int veryBig = 65*1024; // 64K < size
int big = 33*1024; // 32K < size < 64K
// smaller than many max texture sizes, but large enough to gpu-tile for memory reasons.
int medium = 5*1024;
int small = 150;
SkColor colors[2];
canvas->translate(SkIntToScalar(10), SkIntToScalar(10));
colors[0] = SK_ColorRED;
colors[1] = SK_ColorGREEN;
show_bm(canvas, small, small, colors);
canvas->translate(0, SkIntToScalar(150));
colors[0] = SK_ColorBLUE;
colors[1] = SK_ColorMAGENTA;
show_bm(canvas, big, small, colors);
canvas->translate(0, SkIntToScalar(150));
colors[0] = SK_ColorMAGENTA;
colors[1] = SK_ColorYELLOW;
show_bm(canvas, medium, medium, colors);
canvas->translate(0, SkIntToScalar(150));
colors[0] = SK_ColorGREEN;
colors[1] = SK_ColorYELLOW;
// as of this writing, the raster code will fail to draw the scaled version
// since it has a 64K limit on x,y coordinates... (but gpu should succeed)
show_bm(canvas, veryBig, small, colors);
}
#ifdef SK_BUILD_FOR_WIN32
virtual uint32_t onGetFlags() const {
// The Windows bot runs out of memory in replay modes on this test in 32bit builds:
// http://skbug.com/1756
return kSkipPicture_Flag |
kSkipPipe_Flag |
kSkipPipeCrossProcess_Flag |
kSkipTiled_Flag |
kSkipScaledReplay_Flag;
}
#endif
private:
typedef skiagm::GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static skiagm::GM* MyFactory(void*) { return new VeryLargeBitmapGM; }
static skiagm::GMRegistry reg(MyFactory);