d7ca66176f
https://codereview.chromium.org/23261003/ git-svn-id: http://skia.googlecode.com/svn/trunk@10803 2bbb7eff-a529-9590-31e7-b0007b416f81
209 lines
7.3 KiB
C++
209 lines
7.3 KiB
C++
/*
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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 "SkCanvas.h"
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#if SK_SUPPORT_GPU
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#include "GrContext.h"
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namespace skiagm {
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extern GrContext* GetGr();
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};
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void GrContext::setMaxTextureSizeOverride(int maxTextureSizeOverride) {
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fMaxTextureSizeOverride = maxTextureSizeOverride;
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}
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#endif
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// Create a black&white checked texture with a 1-pixel red ring
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// around the outside edge
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static void make_red_ringed_bitmap(SkBitmap* result, int width, int height) {
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SkASSERT(0 == width % 2 && 0 == width % 2);
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result->setConfig(SkBitmap::kARGB_8888_Config, width, height);
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result->allocPixels();
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SkAutoLockPixels lock(*result);
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SkPMColor* scanline = result->getAddr32(0, 0);
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for (int x = 0; x < width; ++x) {
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scanline[x] = SK_ColorRED;
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}
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for (int y = 1; y < height/2; ++y) {
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scanline = result->getAddr32(0, y);
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scanline[0] = SK_ColorRED;
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for (int x = 1; x < width/2; ++x) {
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scanline[x] = SK_ColorBLACK;
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}
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for (int x = width/2; x < width-1; ++x) {
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scanline[x] = SK_ColorWHITE;
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}
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scanline[width-1] = SK_ColorRED;
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}
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for (int y = height/2; y < height-1; ++y) {
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scanline = result->getAddr32(0, y);
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scanline[0] = SK_ColorRED;
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for (int x = 1; x < width/2; ++x) {
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scanline[x] = SK_ColorWHITE;
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}
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for (int x = width/2; x < width-1; ++x) {
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scanline[x] = SK_ColorBLACK;
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}
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scanline[width-1] = SK_ColorRED;
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}
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scanline = result->getAddr32(0, height-1);
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for (int x = 0; x < width; ++x) {
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scanline[x] = SK_ColorRED;
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}
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result->setIsOpaque(true);
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result->setImmutable();
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}
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// This GM exercises the drawBitmapRectToRect "bleed" flag
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class BleedGM : public skiagm::GM {
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public:
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BleedGM() {}
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protected:
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virtual SkString onShortName() SK_OVERRIDE {
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return SkString("bleed");
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}
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virtual SkISize onISize() SK_OVERRIDE {
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return SkISize::Make(kWidth, kHeight);
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}
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virtual void onOnceBeforeDraw() SK_OVERRIDE {
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make_red_ringed_bitmap(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize);
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// To exercise the GPU's tiling path we need a texture
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// too big for the GPU to handle in one go
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make_red_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize);
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}
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// Draw only the center of the small bitmap
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void drawCase1(SkCanvas* canvas, int transX, int transY,
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SkCanvas::DrawBitmapRectFlags flags, bool filter) {
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SkRect src = SkRect::MakeXYWH(1, 1,
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kSmallTextureSize-2,
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kSmallTextureSize-2);
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SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterBitmap(filter);
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canvas->save();
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canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
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canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags);
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canvas->restore();
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}
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// Draw almost all of the large bitmap
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void drawCase2(SkCanvas* canvas, int transX, int transY,
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SkCanvas::DrawBitmapRectFlags flags, bool filter) {
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SkRect src = SkRect::MakeXYWH(1, 1,
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SkIntToScalar(fBitmapBig.width()-2),
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SkIntToScalar(fBitmapBig.height()-2));
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SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterBitmap(filter);
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canvas->save();
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canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
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canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags);
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canvas->restore();
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}
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// Draw ~1/4 of the large bitmap
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void drawCase3(SkCanvas* canvas, int transX, int transY,
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SkCanvas::DrawBitmapRectFlags flags, bool filter) {
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SkRect src = SkRect::MakeXYWH(1, 1,
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SkIntToScalar(fBitmapBig.width()/2-1),
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SkIntToScalar(fBitmapBig.height()/2-1));
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SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
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SkPaint paint;
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paint.setFilterBitmap(filter);
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canvas->save();
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canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
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canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags);
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canvas->restore();
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}
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virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
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canvas->clear(SK_ColorGRAY);
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// First draw a column with no bleeding, tiling, or filtering
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this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectflag, false);
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this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectflag, false);
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this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectflag, false);
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// Then draw a column with no bleeding or tiling but with filtering
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this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectflag, true);
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this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectflag, true);
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this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectflag, true);
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#if SK_SUPPORT_GPU
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GrContext* ctx = skiagm::GetGr();
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int oldMaxTextureSize = 0;
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if (NULL != ctx) {
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// shrink the max texture size so all our textures can be reasonably sized
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oldMaxTextureSize = ctx->getMaxTextureSize();
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ctx->setMaxTextureSizeOverride(kMaxTextureSize);
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}
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#endif
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// Then draw a column with no bleeding but with tiling and filtering
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this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectflag, true);
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this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectflag, true);
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this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectflag, true);
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// Finally draw a column with all three (bleeding, tiling, and filtering)
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this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
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this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
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this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
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#if SK_SUPPORT_GPU
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if (NULL != ctx) {
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ctx->setMaxTextureSizeOverride(oldMaxTextureSize);
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}
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#endif
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}
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private:
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static const int kBlockSize = 90;
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static const int kBlockSpacing = 10;
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static const int kCol0X = kBlockSpacing;
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static const int kCol1X = 2*kBlockSpacing + kBlockSize;
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static const int kCol2X = 3*kBlockSpacing + 2*kBlockSize;
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static const int kCol3X = 4*kBlockSpacing + 3*kBlockSize;
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static const int kWidth = 5*kBlockSpacing + 4*kBlockSize;
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static const int kRow0Y = kBlockSpacing;
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static const int kRow1Y = 2*kBlockSpacing + kBlockSize;
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static const int kRow2Y = 3*kBlockSpacing + 2*kBlockSize;
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static const int kHeight = 4*kBlockSpacing + 3*kBlockSize;
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static const int kSmallTextureSize = 4;
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static const int kMaxTextureSize = 32;
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SkBitmap fBitmapSmall;
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SkBitmap fBitmapBig;
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typedef GM INHERITED;
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};
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DEF_GM( return new BleedGM(); )
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