skia2/gm/samplerstress.cpp
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
Current strategy: everything from the top

Things to look at first are the manual changes:

   - added tools/rewrite_includes.py
   - removed -Idirectives from BUILD.gn
   - various compile.sh simplifications
   - tweak tools/embed_resources.py
   - update gn/find_headers.py to write paths from the top
   - update gn/gn_to_bp.py SkUserConfig.h layout
     so that #include "include/config/SkUserConfig.h" always
     gets the header we want.

No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
2019-04-24 16:27:11 +00:00

144 lines
3.5 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/gm.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkMaskFilter.h"
#include "include/core/SkPath.h"
#include "include/core/SkShader.h"
#include "tools/ToolUtils.h"
namespace skiagm {
/**
* Stress test the GPU samplers by rendering a textured glyph with a mask and
* an AA clip
*/
class SamplerStressGM : public GM {
public:
SamplerStressGM()
: fTextureCreated(false)
, fMaskFilter(nullptr) {
}
protected:
SkString onShortName() override {
return SkString("gpusamplerstress");
}
SkISize onISize() override {
return SkISize::Make(640, 480);
}
/**
* Create a red & green stripes on black texture
*/
void createTexture() {
if (fTextureCreated) {
return;
}
constexpr int xSize = 16;
constexpr int ySize = 16;
fTexture.allocN32Pixels(xSize, ySize);
SkPMColor* addr = fTexture.getAddr32(0, 0);
for (int y = 0; y < ySize; ++y) {
for (int x = 0; x < xSize; ++x) {
addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorBLACK);
if ((y % 5) == 0) {
addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorRED);
}
if ((x % 7) == 0) {
addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorGREEN);
}
}
}
fTextureCreated = true;
}
void createShader() {
if (fShader) {
return;
}
createTexture();
fShader = fTexture.makeShader(SkTileMode::kRepeat, SkTileMode::kRepeat);
}
void createMaskFilter() {
if (fMaskFilter) {
return;
}
const SkScalar sigma = 1;
fMaskFilter = SkMaskFilter::MakeBlur(kNormal_SkBlurStyle, sigma);
}
void onDraw(SkCanvas* canvas) override {
createShader();
createMaskFilter();
canvas->save();
// draw a letter "M" with a green & red striped texture and a
// stipple mask with a round rect soft clip
SkPaint paint;
paint.setAntiAlias(true);
paint.setShader(fShader);
paint.setMaskFilter(fMaskFilter);
SkFont font(ToolUtils::create_portable_typeface(), 72);
SkRect temp;
temp.set(SkIntToScalar(115),
SkIntToScalar(75),
SkIntToScalar(144),
SkIntToScalar(110));
SkPath path;
path.addRoundRect(temp, SkIntToScalar(5), SkIntToScalar(5));
canvas->clipPath(path, true); // AA is on
canvas->drawString("M", 100.0f, 100.0f, font, paint);
canvas->restore();
// Now draw stroked versions of the "M" and the round rect so we can
// see what is going on
SkPaint paint2;
paint2.setColor(SK_ColorBLACK);
paint2.setAntiAlias(true);
paint2.setStyle(SkPaint::kStroke_Style);
paint2.setStrokeWidth(1);
canvas->drawString("M", 100.0f, 100.0f, font, paint2);
paint2.setColor(SK_ColorGRAY);
canvas->drawPath(path, paint2);
}
private:
SkBitmap fTexture;
bool fTextureCreated;
sk_sp<SkShader> fShader;
sk_sp<SkMaskFilter> fMaskFilter;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
DEF_GM( return new SamplerStressGM; )
}