Chromium Code Reviews| Index: gm/bleed.cpp |
| diff --git a/gm/bleed.cpp b/gm/bleed.cpp |
| index 75cf8ca9a5d564511f3995cd91200535800d80db..c21bf9d081a19764f05390a527c365228eaf20f7 100644 |
| --- a/gm/bleed.cpp |
| +++ b/gm/bleed.cpp |
| @@ -12,6 +12,7 @@ |
| #if SK_SUPPORT_GPU |
| #include "GrContext.h" |
| +#include "GrContextOptions.h" |
| #endif |
| // Create a black&white checked texture with 2 1-pixel rings |
| @@ -188,67 +189,52 @@ protected: |
| canvas->scale(0.71f, 1.22f); |
| } |
|
robertphillips
2015/05/27 18:28:31
Could make this two loops. One over bleed/no-bleed
bsalomon
2015/05/27 20:17:33
I appreciated that this GM computed it's own dimen
|
| - // First draw a column with no bleeding, tiling, or filtering |
| + // First draw a column with no bleeding and no filtering |
| this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, kNone_SkFilterQuality); |
| this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, kNone_SkFilterQuality); |
| this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, kNone_SkFilterQuality); |
| this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, kNone_SkFilterQuality); |
| - // Then draw a column with no bleeding or tiling but with low filtering |
| + // Then draw a column with no bleeding and low filtering |
| this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| - // Then draw a column with no bleeding or tiling but with high filtering |
| + // Then draw a column with no bleeding and high filtering |
| this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| -#if SK_SUPPORT_GPU |
| - GrContext* ctx = canvas->getGrContext(); |
| - int oldMaxTextureSize = 0; |
| - if (ctx) { |
| - // shrink the max texture size so all our textures can be reasonably sized |
| - oldMaxTextureSize = ctx->getMaxTextureSize(); |
| - ctx->setMaxTextureSizeOverride(kMaxTextureSize); |
| - } |
| -#endif |
| + // Then draw a column with bleeding and no filtering (bleed should have no effect w/out blur) |
| + this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, kNone_SkFilterQuality); |
| + this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, kNone_SkFilterQuality); |
| + this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, kNone_SkFilterQuality); |
| + this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, kNone_SkFilterQuality); |
| - // Then draw a column with no bleeding but with tiling and low filtering |
| - this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| - this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| - this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| - this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| - |
| - // Then draw a column with no bleeding but with tiling and high filtering |
| - this->drawCase1(canvas, kCol4X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| - this->drawCase2(canvas, kCol4X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| - this->drawCase3(canvas, kCol4X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| - this->drawCase4(canvas, kCol4X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| - |
| - // Then draw a column with bleeding, tiling, and low filtering |
| - this->drawCase1(canvas, kCol5X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| - this->drawCase2(canvas, kCol5X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| - this->drawCase3(canvas, kCol5X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| - this->drawCase4(canvas, kCol5X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| - |
| - // Finally draw a column with bleeding, tiling, and high filtering |
| - this->drawCase1(canvas, kCol6X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| - this->drawCase2(canvas, kCol6X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| - this->drawCase3(canvas, kCol6X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| - this->drawCase4(canvas, kCol6X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| + // Then draw a column with bleeding and low filtering |
| + this->drawCase1(canvas, kCol4X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| + this->drawCase2(canvas, kCol4X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| + this->drawCase3(canvas, kCol4X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| + this->drawCase4(canvas, kCol4X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, kLow_SkFilterQuality); |
| + |
| + // Finally draw a column with bleeding and high filtering |
| + this->drawCase1(canvas, kCol5X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| + this->drawCase2(canvas, kCol5X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| + this->drawCase3(canvas, kCol5X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| + this->drawCase4(canvas, kCol5X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, kHigh_SkFilterQuality); |
| -#if SK_SUPPORT_GPU |
| - if (ctx) { |
| - ctx->setMaxTextureSizeOverride(oldMaxTextureSize); |
| - } |
| -#endif |
| canvas->restore(); |
| } |
| } |
| +#if SK_SUPPORT_GPU |
| + void setGrContextOptions(GrContextOptions* options) override { |
| + options->fMaxTextureSizeOverride = kMaxTextureSize; |
| + } |
| +#endif |
| + |
| private: |
| static const int kBlockSize = 70; |
| static const int kBlockSpacing = 5; |
| @@ -259,8 +245,7 @@ private: |
| static const int kCol3X = 4*kBlockSpacing + 3*kBlockSize; |
| static const int kCol4X = 5*kBlockSpacing + 4*kBlockSize; |
| static const int kCol5X = 6*kBlockSpacing + 5*kBlockSize; |
| - static const int kCol6X = 7*kBlockSpacing + 6*kBlockSize; |
| - static const int kWidth = 8*kBlockSpacing + 7*kBlockSize; |
| + static const int kWidth = 7*kBlockSpacing + 6*kBlockSize; |
| static const int kRow0Y = kBlockSpacing; |
| static const int kRow1Y = 2*kBlockSpacing + kBlockSize; |