skia2/samplecode/SampleTextureDomain.cpp

81 lines
2.4 KiB
C++
Executable File

#include "SampleCode.h"
#include "SkCanvas.h"
#include "SkDevice.h"
namespace {
SkBitmap make_bitmap() {
SkBitmap bm;
bm.setConfig(SkBitmap::kARGB_8888_Config , 5, 5);
bm.allocPixels();
for (int y = 0; y < bm.height(); y++) {
uint32_t* p = bm.getAddr32(0, y);
for (int x = 0; x < bm.width(); x++) {
p[x] = ((x + y) & 1) ? SK_ColorWHITE : SK_ColorBLACK;
}
}
bm.unlockPixels();
return bm;
}
} // unnamed namespace
class TextureDomainView : public SampleView {
SkBitmap fBM;
public:
TextureDomainView(){
fBM = make_bitmap();
}
protected:
// overrides from SkEventSink
virtual bool onQuery(SkEvent* evt) {
if (SampleCode::TitleQ(*evt)) {
SampleCode::TitleR(evt, "Texture Domian");
return true;
}
return this->INHERITED::onQuery(evt);
}
virtual void onDrawContent(SkCanvas* canvas) {
SkIRect srcRect;
SkRect dstRect;
SkPaint paint;
paint.setFilterBitmap(true);
// Test that bitmap draws from malloc-backed bitmaps respect
// the constrained texture domain.
srcRect.setXYWH(1, 1, 3, 3);
dstRect.setXYWH(5.0f, 5.0f, 305.0f, 305.0f);
canvas->drawBitmapRect(fBM, &srcRect, dstRect, &paint);
// Test that bitmap draws across separate devices also respect
// the constrainted texture domain.
// Note: GPU-backed bitmaps follow a different rendering path
// when copying from one GPU device to another.
SkRefPtr<SkDevice> primaryDevice(canvas->getDevice());
SkRefPtr<SkDevice> secondDevice(canvas->createCompatibleDevice(
SkBitmap::kARGB_8888_Config, 5, 5, true));
secondDevice->unref();
SkCanvas secondCanvas(secondDevice.get());
srcRect.setXYWH(1, 1, 3, 3);
dstRect.setXYWH(1.0f, 1.0f, 3.0f, 3.0f);
secondCanvas.drawBitmapRect(fBM, &srcRect, dstRect, &paint);
SkBitmap deviceBitmap = secondDevice->accessBitmap(false);
srcRect.setXYWH(1, 1, 3, 3);
dstRect.setXYWH(405.0f, 5.0f, 305.0f, 305.0f);
canvas->drawBitmapRect(deviceBitmap, &srcRect, dstRect, &paint);
}
private:
typedef SkView INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static SkView* MyFactory() { return new TextureDomainView; }
static SkViewRegister reg(MyFactory);