62b50b7bb8
GetGr's current global state makes things rather tricky to run GPU GMs in parallel (DM). This API change will let me feed the right GrContext to the right GM in DM. I'm not planning on changing the status quo in GM-the-tool: the new getters and setters still just return the same global. BUG=skia:1590 R=bsalomon@google.com, robertphillips@google.com Review URL: https://codereview.chromium.org/23567032 git-svn-id: http://skia.googlecode.com/svn/trunk@11306 2bbb7eff-a529-9590-31e7-b0007b416f81
228 lines
8.5 KiB
C++
228 lines
8.5 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 "SkBlurMask.h"
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#include "SkBlurMaskFilter.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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#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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// Draw the center of the small bitmap with a mask filter
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void drawCase4(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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SkMaskFilter* mf = SkBlurMaskFilter::Create(SkBlurMaskFilter::kNormal_BlurStyle,
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SkBlurMask::ConvertRadiusToSigma(SkIntToScalar(3)));
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paint.setMaskFilter(mf)->unref();
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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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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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this->drawCase4(canvas, kCol0X, kRow3Y, 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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this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, true);
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#if SK_SUPPORT_GPU
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GrContext* ctx = GM::GetGr(canvas);
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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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this->drawCase4(canvas, kCol2X, kRow3Y, 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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this->drawCase4(canvas, kCol3X, kRow3Y, 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 kRow3Y = 4*kBlockSpacing + 3*kBlockSize;
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static const int kHeight = 5*kBlockSpacing + 4*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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