7cdc1ee115
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
120 lines
3.1 KiB
C++
120 lines
3.1 KiB
C++
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/*
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* Copyright 2013 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 "SkBitmap.h"
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#include "SkPaint.h"
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#include "SkShader.h"
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namespace skiagm {
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static void draw_bm(SkBitmap* bm) {
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SkPaint bluePaint;
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bluePaint.setColor(SK_ColorBLUE);
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bm->allocN32Pixels(20, 20);
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bm->eraseColor(SK_ColorRED);
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SkCanvas canvas(*bm);
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canvas.drawCircle(10, 10, 5, bluePaint);
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}
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static void draw_mask(SkBitmap* bm) {
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SkPaint circlePaint;
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circlePaint.setColor(SK_ColorBLACK);
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bm->allocPixels(SkImageInfo::MakeA8(20, 20));
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bm->eraseColor(SK_ColorTRANSPARENT);
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SkCanvas canvas(*bm);
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canvas.drawCircle(10, 10, 10, circlePaint);
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}
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static void adopt_shader(SkPaint* paint, SkShader* shader) {
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paint->setShader(shader);
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SkSafeUnref(shader);
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}
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class BitmapShaderGM : public GM {
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public:
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BitmapShaderGM() {
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this->setBGColor(SK_ColorGRAY);
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draw_bm(&fBitmap);
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draw_mask(&fMask);
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}
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protected:
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virtual SkString onShortName() {
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return SkString("bitmapshaders");
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}
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virtual SkISize onISize() {
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return SkISize::Make(150, 100);
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}
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virtual void onDraw(SkCanvas* canvas) {
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SkPaint paint;
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for (int i = 0; i < 2; i++) {
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SkMatrix s;
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s.reset();
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if (1 == i) {
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s.setScale(1.5f, 1.5f);
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s.postTranslate(2, 2);
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}
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canvas->save();
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adopt_shader(&paint, SkShader::CreateBitmapShader(fBitmap, SkShader::kClamp_TileMode,
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SkShader::kClamp_TileMode, &s));
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// draw the shader with a bitmap mask
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canvas->drawBitmap(fMask, 0, 0, &paint);
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canvas->drawBitmap(fMask, 30, 0, &paint);
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canvas->translate(0, 25);
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canvas->drawCircle(10, 10, 10, paint);
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canvas->drawCircle(40, 10, 10, paint); // no blue circle expected
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canvas->translate(0, 25);
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// clear the shader, colorized by a solid color with a bitmap mask
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paint.setShader(NULL);
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paint.setColor(SK_ColorGREEN);
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canvas->drawBitmap(fMask, 0, 0, &paint);
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canvas->drawBitmap(fMask, 30, 0, &paint);
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canvas->translate(0, 25);
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adopt_shader(&paint, SkShader::CreateBitmapShader(fMask, SkShader::kRepeat_TileMode,
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SkShader::kRepeat_TileMode, &s));
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paint.setColor(SK_ColorRED);
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// draw the mask using the shader and a color
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canvas->drawRect(SkRect::MakeXYWH(0, 0, 20, 20), paint);
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canvas->drawRect(SkRect::MakeXYWH(30, 0, 20, 20), paint);
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canvas->restore();
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canvas->translate(60, 0);
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}
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}
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private:
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SkBitmap fBitmap;
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SkBitmap fMask;
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typedef GM INHERITED;
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};
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//////////////////////////////////////////////////////////////////////////////
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static GM* MyFactory(void*) { return new BitmapShaderGM; }
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static GMRegistry reg(MyFactory);
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}
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