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>
130 lines
3.8 KiB
C++
130 lines
3.8 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/gm.h"
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#include "include/core/SkBlendMode.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/SkColorFilter.h"
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#include "include/core/SkColorSpace.h"
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#include "include/core/SkImageInfo.h"
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#include "include/core/SkPaint.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/SkShader.h"
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#include "include/core/SkSurface.h"
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#include "include/effects/SkColorMatrix.h"
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static sk_sp<SkShader> make_opaque_color() {
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return SkShaders::Color(0xFFFF0000);
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}
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static sk_sp<SkShader> make_alpha_color() {
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return SkShaders::Color(0x80FF0000);
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}
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static sk_sp<SkColorFilter> make_cf_null() {
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return nullptr;
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}
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static sk_sp<SkColorFilter> make_cf0() {
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SkColorMatrix cm;
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cm.setSaturation(0.75f);
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return SkColorFilters::Matrix(cm);
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}
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static sk_sp<SkColorFilter> make_cf1() {
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SkColorMatrix cm;
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cm.setSaturation(0.75f);
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auto a = SkColorFilters::Matrix(cm);
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// CreateComposedFilter will try to concat these two matrices, resulting in a single
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// filter (which is good for speed). For this test, we want to force a real compose of
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// these two, so our inner filter has a scale-up, which disables the optimization of
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// combining the two matrices.
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cm.setScale(1.1f, 0.9f, 1);
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return a->makeComposed(SkColorFilters::Matrix(cm));
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}
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static sk_sp<SkColorFilter> make_cf2() {
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return SkColorFilters::Blend(0x8044CC88, SkBlendMode::kSrcATop);
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}
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static void draw_into_canvas(SkCanvas* canvas) {
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const SkRect r = SkRect::MakeWH(50, 100);
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sk_sp<SkShader> (*shaders[])() { make_opaque_color, make_alpha_color };
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sk_sp<SkColorFilter> (*filters[])() { make_cf_null, make_cf0, make_cf1, make_cf2 };
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SkPaint paint;
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for (auto shProc : shaders) {
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paint.setShader(shProc());
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for (auto cfProc : filters) {
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paint.setColorFilter(cfProc());
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canvas->drawRect(r, paint);
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canvas->translate(60, 0);
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}
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}
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}
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DEF_SIMPLE_GM(color4f, canvas, 1024, 260) {
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canvas->translate(10, 10);
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SkPaint bg;
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// need the target to be opaque, so we can draw it to the screen
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// even if it holds sRGB values.
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bg.setColor(0xFFFFFFFF);
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sk_sp<SkColorSpace> colorSpaces[]{
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nullptr,
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SkColorSpace::MakeSRGB()
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};
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for (auto colorSpace : colorSpaces) {
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const SkImageInfo info = SkImageInfo::Make(1024, 100, kN32_SkColorType, kPremul_SkAlphaType,
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colorSpace);
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auto surface(SkSurface::MakeRaster(info));
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surface->getCanvas()->drawPaint(bg);
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draw_into_canvas(surface->getCanvas());
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surface->draw(canvas, 0, 0, nullptr);
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canvas->translate(0, 120);
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}
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}
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///////////////////////////////////////////////////////////////////////////////////////////////////
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DEF_SIMPLE_GM(color4shader, canvas, 360, 480) {
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canvas->translate(10, 10);
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auto srgb = SkColorSpace::MakeSRGB();
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auto spin = srgb->makeColorSpin(); // RGB -> GBR
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const SkColor4f colors[] {
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{ 1, 0, 0, 1 },
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{ 0, 1, 0, 1 },
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{ 0, 0, 1, 1 },
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{ 0.5, 0.5, 0.5, 1 },
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};
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SkPaint paint;
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SkRect r = SkRect::MakeWH(100, 100);
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for (const auto& c4 : colors) {
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sk_sp<SkShader> shaders[] {
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SkShaders::Color(c4, nullptr),
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SkShaders::Color(c4, srgb),
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SkShaders::Color(c4, spin),
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};
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canvas->save();
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for (const auto& s : shaders) {
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paint.setShader(s);
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canvas->drawRect(r, paint);
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canvas->translate(r.width() * 6 / 5, 0);
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}
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canvas->restore();
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canvas->translate(0, r.height() * 6 / 5);
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}
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}
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