skia2/gm/samplerstress.cpp
commit-bot@chromium.org a90c680386 Turn on quilt mode in DM.
- Rename TileGrid -> Quilt to avoid the name overload.
  - Tag all failing GMs with kSkipTiled_Flag.

You may be wondering, do any GMs pass?  Yes, some do!  And that trends towards all of them as we increase --quiltTile.

Two GMs only fail in --quilt mode in 565.  Otherwise all GMs which fail are skipped, and those which don't fail aren't. (The 8888 variants of those two GMs are skipped even though they pass.)

BUG=skia:2477
R=reed@google.com, mtklein@google.com

Author: mtklein@chromium.org

Review URL: https://codereview.chromium.org/256373002

git-svn-id: http://skia.googlecode.com/svn/trunk@14457 2bbb7eff-a529-9590-31e7-b0007b416f81
2014-04-30 13:20:45 +00:00

157 lines
3.9 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.h"
#include "SkCanvas.h"
#include "SkShader.h"
#include "SkStippleMaskFilter.h"
namespace skiagm {
/**
* Stress test the samplers by rendering a textured glyph with a mask and
* an AA clip
*/
class SamplerStressGM : public GM {
public:
SamplerStressGM()
: fTextureCreated(false)
, fShader(NULL)
, fMaskFilter(NULL) {
}
virtual ~SamplerStressGM() {
}
protected:
virtual uint32_t onGetFlags() const SK_OVERRIDE {
return kSkipTiled_Flag;
}
virtual SkString onShortName() {
return SkString("samplerstress");
}
virtual SkISize onISize() {
return make_isize(640, 480);
}
/**
* Create a red & green stripes on black texture
*/
void createTexture() {
if (fTextureCreated) {
return;
}
static const int xSize = 16;
static const 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 (NULL != fShader.get()) {
return;
}
createTexture();
fShader.reset(SkShader::CreateBitmapShader(fTexture,
SkShader::kRepeat_TileMode,
SkShader::kRepeat_TileMode));
}
void createMaskFilter() {
if (NULL != fMaskFilter.get()) {
return;
}
fMaskFilter.reset(SkStippleMaskFilter::Create());
}
virtual void onDraw(SkCanvas* canvas) {
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.setTextSize(72);
paint.setShader(fShader.get());
paint.setMaskFilter(fMaskFilter.get());
SkRect temp;
temp.set(SkIntToScalar(115),
SkIntToScalar(75),
SkIntToScalar(144),
SkIntToScalar(110));
SkPath path;
path.addRoundRect(temp, SkIntToScalar(5), SkIntToScalar(5));
canvas->clipPath(path, SkRegion::kReplace_Op, true); // AA is on
canvas->drawText("M", 1,
SkIntToScalar(100), SkIntToScalar(100),
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.setTextSize(72);
paint2.setStyle(SkPaint::kStroke_Style);
paint2.setStrokeWidth(1);
canvas->drawText("M", 1,
SkIntToScalar(100), SkIntToScalar(100),
paint2);
paint2.setColor(SK_ColorGRAY);
canvas->drawPath(path, paint2);
}
private:
SkBitmap fTexture;
bool fTextureCreated;
SkAutoTUnref<SkShader> fShader;
SkAutoTUnref<SkMaskFilter> fMaskFilter;
typedef GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
static GM* MyFactory(void*) { return new SamplerStressGM; }
static GMRegistry reg(MyFactory);
}