Index: gm/bleed.cpp |
diff --git a/gm/bleed.cpp b/gm/bleed.cpp |
index 12682c1023dd2b0413c511cd0a271316856736a1..5daa54e9ff92a062cda8c2e01b60a1e94208582c 100644 |
--- a/gm/bleed.cpp |
+++ b/gm/bleed.cpp |
@@ -9,6 +9,7 @@ |
#include "SkBlurMask.h" |
#include "SkBlurMaskFilter.h" |
#include "SkCanvas.h" |
+#include "SkGradientShader.h" |
#include "SkImage.h" |
#if SK_SUPPORT_GPU |
@@ -28,23 +29,9 @@ static void draw_image_rect(SkCanvas* canvas, const SkBitmap&, const SkImage* im |
canvas->drawImageRect(image, src, dst, paint, constraint); |
} |
-enum BleedTest { |
- kUseBitmap_BleedTest, |
- kUseImage_BleedTest, |
-}; |
- |
-const struct { |
- const char* fName; |
- void (*fDraw)(SkCanvas*, const SkBitmap&, const SkImage*, const SkRect&, const SkRect&, |
- const SkPaint*, SkCanvas::SrcRectConstraint); |
-} gBleedRec[] = { |
- { "bleed", draw_bitmap_rect }, |
- { "bleed_image", draw_image_rect }, |
-}; |
- |
// Create a black&white checked texture with 2 1-pixel rings |
// around the outside edge. The inner ring is red and the outer ring is blue. |
-static void make_ringed_bitmap(SkBitmap* result, int width, int height) { |
+static void make_ringed_color_bitmap(SkBitmap* result, int width, int height) { |
SkASSERT(0 == width % 2 && 0 == height % 2); |
static const SkPMColor kRed = SkPreMultiplyColor(SK_ColorRED); |
@@ -107,6 +94,106 @@ static void make_ringed_bitmap(SkBitmap* result, int width, int height) { |
result->setImmutable(); |
} |
+/** Makes a alpha bitmap with 1 wide rect/ring of 1s, an inset of 0s, and the interior is a 2x2 |
+ checker board of 3/4 and 1/2. The inner checkers are large enough to fill the interior with |
+ the 2x2 checker grid. */ |
+static void make_ringed_alpha_bitmap(SkBitmap* result, int width, int height) { |
+ SkASSERT(0 == width % 2 && 0 == height % 2); |
+ |
+ static const SkPMColor kZero = 0x00; |
+ static const SkPMColor kHalf = 0x80; |
+ static const SkPMColor k3Q = 0xC0; |
+ static const SkPMColor kOne = 0xFF; |
+ SkImageInfo info = SkImageInfo::MakeA8(width, height); |
+ // The 4 byte alignment seems to be necessary to allow this bmp to be converted |
+ // to an image. |
+ result->allocPixels(info, SkAlign4(width)); |
+ |
+ uint8_t* scanline = result->getAddr8(0, 0); |
+ for (int x = 0; x < width; ++x) { |
+ scanline[x] = kOne; |
+ } |
+ scanline = result->getAddr8(0, 1); |
+ scanline[0] = kOne; |
+ for (int x = 1; x < width - 1; ++x) { |
+ scanline[x] = kZero; |
+ } |
+ scanline[width - 1] = kOne; |
+ |
+ for (int y = 2; y < height / 2; ++y) { |
+ scanline = result->getAddr8(0, y); |
+ scanline[0] = kOne; |
+ scanline[1] = kZero; |
+ for (int x = 2; x < width / 2; ++x) { |
+ scanline[x] = k3Q; |
+ } |
+ for (int x = width / 2; x < width - 2; ++x) { |
+ scanline[x] = kHalf; |
+ } |
+ scanline[width - 2] = kZero; |
+ scanline[width - 1] = kOne; |
+ } |
+ |
+ for (int y = height / 2; y < height - 2; ++y) { |
+ scanline = result->getAddr8(0, y); |
+ scanline[0] = kOne; |
+ scanline[1] = kZero; |
+ for (int x = 2; x < width / 2; ++x) { |
+ scanline[x] = kHalf; |
+ } |
+ for (int x = width / 2; x < width - 2; ++x) { |
+ scanline[x] = k3Q; |
+ } |
+ scanline[width - 2] = kZero; |
+ scanline[width - 1] = kOne; |
+ } |
+ |
+ scanline = result->getAddr8(0, height - 2); |
+ scanline[0] = kOne; |
+ for (int x = 1; x < width - 1; ++x) { |
+ scanline[x] = kZero; |
+ } |
+ scanline[width - 1] = kOne; |
+ |
+ scanline = result->getAddr8(0, height - 1); |
+ for (int x = 0; x < width; ++x) { |
+ scanline[x] = kOne; |
+ } |
+ result->setImmutable(); |
+} |
+ |
+static SkShader* make_shader() { |
+ static const SkPoint pts[] = { {0, 0}, {20, 20} }; |
+ static const SkColor colors[] = { SK_ColorGREEN, SK_ColorYELLOW }; |
+ return SkGradientShader::CreateLinear(pts, colors, nullptr, 2, SkShader::kMirror_TileMode); |
+} |
+ |
+static SkShader* make_null_shader() { return nullptr; } |
+ |
+enum BleedTest { |
+ kUseBitmap_BleedTest, |
+ kUseImage_BleedTest, |
+ kUseAlphaBitmap_BleedTest, |
+ kUseAlphaImage_BleedTest, |
+ kUseAlphaBitmapShader_BleedTest, |
+ kUseAlphaImageShader_BleedTest, |
+}; |
+ |
+const struct { |
+ const char* fName; |
+ void(*fBmpMaker)(SkBitmap* result, int width, int height); |
+ SkShader*(*fShaderMaker)(); |
+ void(*fDraw)(SkCanvas*, const SkBitmap&, const SkImage*, const SkRect&, const SkRect&, |
+ const SkPaint*, SkCanvas::SrcRectConstraint); |
+} gBleedRec[] = { |
+ { "bleed", make_ringed_color_bitmap, make_null_shader, draw_bitmap_rect }, |
+ { "bleed_image", make_ringed_color_bitmap, make_null_shader, draw_image_rect }, |
+ { "bleed_alpha_bmp", make_ringed_alpha_bitmap, make_null_shader, draw_bitmap_rect }, |
+ { "bleed_alpha_image", make_ringed_alpha_bitmap, make_null_shader, draw_image_rect }, |
+ { "bleed_alpha_bmp_shader", make_ringed_alpha_bitmap, make_shader, draw_bitmap_rect }, |
+ { "bleed_alpha_image_shader", make_ringed_alpha_bitmap, make_shader, draw_image_rect }, |
+}; |
+ |
// This GM exercises the drawBitmapRect constraints |
class BleedGM : public skiagm::GM { |
public: |
@@ -119,21 +206,23 @@ protected: |
} |
SkISize onISize() override { |
- return SkISize::Make(kWidth, 780); |
+ return SkISize::Make(1050, 780); |
} |
void onOnceBeforeDraw() override { |
- make_ringed_bitmap(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize); |
+ gBleedRec[fBT].fBmpMaker(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize); |
fImageSmall.reset(SkImage::NewFromBitmap(fBitmapSmall)); |
// To exercise the GPU's tiling path we need a texture |
// too big for the GPU to handle in one go |
- make_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize); |
+ gBleedRec[fBT].fBmpMaker(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize); |
fImageBig.reset(SkImage::NewFromBitmap(fBitmapBig)); |
+ |
+ fShader.reset(gBleedRec[fBT].fShaderMaker()); |
} |
// Draw only the center of the small bitmap |
- void drawCase1(SkCanvas* canvas, int transX, int transY, |
+ void drawCase1(SkCanvas* canvas, int transX, int transY, bool aa, |
SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) { |
SkRect src = SkRect::MakeXYWH(2, 2, |
SkIntToScalar(kSmallTextureSize-4), |
@@ -143,12 +232,15 @@ protected: |
SkPaint paint; |
paint.setFilterQuality(filter); |
+ paint.setShader(fShader); |
+ paint.setColor(SK_ColorBLUE); |
+ paint.setAntiAlias(aa); |
gBleedRec[fBT].fDraw(canvas, fBitmapSmall, fImageSmall, src, dst, &paint, constraint); |
} |
// Draw almost all of the large bitmap |
- void drawCase2(SkCanvas* canvas, int transX, int transY, |
+ void drawCase2(SkCanvas* canvas, int transX, int transY, bool aa, |
SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) { |
SkRect src = SkRect::MakeXYWH(2, 2, |
SkIntToScalar(fBitmapBig.width()-4), |
@@ -158,12 +250,15 @@ protected: |
SkPaint paint; |
paint.setFilterQuality(filter); |
+ paint.setShader(fShader); |
+ paint.setColor(SK_ColorBLUE); |
+ paint.setAntiAlias(aa); |
gBleedRec[fBT].fDraw(canvas, fBitmapBig, fImageBig, src, dst, &paint, constraint); |
} |
// Draw ~1/4 of the large bitmap |
- void drawCase3(SkCanvas* canvas, int transX, int transY, |
+ void drawCase3(SkCanvas* canvas, int transX, int transY, bool aa, |
SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) { |
SkRect src = SkRect::MakeXYWH(2, 2, |
SkIntToScalar(fBitmapBig.width()/2-2), |
@@ -173,12 +268,15 @@ protected: |
SkPaint paint; |
paint.setFilterQuality(filter); |
+ paint.setShader(fShader); |
+ paint.setColor(SK_ColorBLUE); |
+ paint.setAntiAlias(aa); |
gBleedRec[fBT].fDraw(canvas, fBitmapBig, fImageBig, src, dst, &paint, constraint); |
} |
// Draw the center of the small bitmap with a mask filter |
- void drawCase4(SkCanvas* canvas, int transX, int transY, |
+ void drawCase4(SkCanvas* canvas, int transX, int transY, bool aa, |
SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) { |
SkRect src = SkRect::MakeXYWH(2, 2, |
SkIntToScalar(kSmallTextureSize-4), |
@@ -191,61 +289,89 @@ protected: |
SkMaskFilter* mf = SkBlurMaskFilter::Create(kNormal_SkBlurStyle, |
SkBlurMask::ConvertRadiusToSigma(3)); |
paint.setMaskFilter(mf)->unref(); |
+ paint.setShader(fShader); |
+ paint.setColor(SK_ColorBLUE); |
+ paint.setAntiAlias(aa); |
gBleedRec[fBT].fDraw(canvas, fBitmapSmall, fImageSmall, src, dst, &paint, constraint); |
} |
void onDraw(SkCanvas* canvas) override { |
- |
canvas->clear(SK_ColorGRAY); |
- |
- for (int m = 0; m < 2; ++m) { |
+ SkTDArray<SkMatrix> matrices; |
+ // Draw with identity |
+ *matrices.append() = SkMatrix::I(); |
+ |
+ // Draw with rotation and scale down in x, up in y. |
+ SkMatrix m; |
+ static const SkScalar kBottom = SkIntToScalar(kRow3Y + kBlockSize + kBlockSpacing); |
+ m.setTranslate(0, kBottom); |
+ m.preRotate(15.f, 0, kBottom + kBlockSpacing); |
+ m.preScale(0.71f, 1.22f); |
+ *matrices.append() = m; |
+ |
+ // Align the next set with the middle of the previous in y, translated to the right in x. |
+ SkPoint corners[] = {{0, 0}, { 0, kBottom }, { kWidth, kBottom }, {kWidth, 0} }; |
+ matrices[matrices.count()-1].mapPoints(corners, 4); |
+ SkScalar y = (corners[0].fY + corners[1].fY + corners[2].fY + corners[3].fY) / 4; |
+ SkScalar x = SkTMax(SkTMax(corners[0].fX, corners[1].fX), |
+ SkTMax(corners[2].fX, corners[3].fX)); |
+ m.setTranslate(x, y); |
+ m.preScale(0.2f, 0.2f); |
+ *matrices.append() = m; |
+ |
+ SkScalar maxX = 0; |
+ for (int antiAlias = 0; antiAlias < 2; ++antiAlias) { |
canvas->save(); |
- if (m) { |
- static const SkScalar kBottom = SkIntToScalar(kRow3Y + kBlockSize + kBlockSpacing); |
- canvas->translate(0, kBottom); |
- SkMatrix rotate; |
- rotate.setRotate(15.f, 0, kBottom + kBlockSpacing); |
- canvas->concat(rotate); |
- canvas->scale(0.71f, 1.22f); |
+ canvas->translate(maxX, 0); |
+ for (int m = 0; m < matrices.count(); ++m) { |
+ canvas->save(); |
+ canvas->concat(matrices[m]); |
+ bool aa = SkToBool(antiAlias); |
+ |
+ // First draw a column with no bleeding and no filtering |
+ this->drawCase1(canvas, kCol0X, kRow0Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); |
+ this->drawCase2(canvas, kCol0X, kRow1Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); |
+ this->drawCase3(canvas, kCol0X, kRow2Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); |
+ this->drawCase4(canvas, kCol0X, kRow3Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); |
+ |
+ // Then draw a column with no bleeding and low filtering |
+ this->drawCase1(canvas, kCol1X, kRow0Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); |
+ this->drawCase2(canvas, kCol1X, kRow1Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); |
+ this->drawCase3(canvas, kCol1X, kRow2Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); |
+ this->drawCase4(canvas, kCol1X, kRow3Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); |
+ |
+ // Then draw a column with no bleeding and high filtering |
+ this->drawCase1(canvas, kCol2X, kRow0Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); |
+ this->drawCase2(canvas, kCol2X, kRow1Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); |
+ this->drawCase3(canvas, kCol2X, kRow2Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); |
+ this->drawCase4(canvas, kCol2X, kRow3Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); |
+ |
+ // Then draw a column with bleeding and no filtering (bleed should have no effect w/out blur) |
+ this->drawCase1(canvas, kCol3X, kRow0Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); |
+ this->drawCase2(canvas, kCol3X, kRow1Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); |
+ this->drawCase3(canvas, kCol3X, kRow2Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); |
+ this->drawCase4(canvas, kCol3X, kRow3Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); |
+ |
+ // Then draw a column with bleeding and low filtering |
+ this->drawCase1(canvas, kCol4X, kRow0Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); |
+ this->drawCase2(canvas, kCol4X, kRow1Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); |
+ this->drawCase3(canvas, kCol4X, kRow2Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); |
+ this->drawCase4(canvas, kCol4X, kRow3Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); |
+ |
+ // Finally draw a column with bleeding and high filtering |
+ this->drawCase1(canvas, kCol5X, kRow0Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); |
+ this->drawCase2(canvas, kCol5X, kRow1Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); |
+ this->drawCase3(canvas, kCol5X, kRow2Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); |
+ this->drawCase4(canvas, kCol5X, kRow3Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); |
+ |
+ SkPoint corners[] = { { 0, 0 },{ 0, kBottom },{ kWidth, kBottom },{ kWidth, 0 } }; |
+ matrices[m].mapPoints(corners, 4); |
+ SkScalar x = kBlockSize + SkTMax(SkTMax(corners[0].fX, corners[1].fX), |
+ SkTMax(corners[2].fX, corners[3].fX)); |
+ maxX = SkTMax(maxX, x); |
+ canvas->restore(); |
} |
- |
- // First draw a column with no bleeding and no filtering |
- this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); |
- this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); |
- this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); |
- this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); |
- |
- // Then draw a column with no bleeding and low filtering |
- this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); |
- this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); |
- this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); |
- this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); |
- |
- // Then draw a column with no bleeding and high filtering |
- this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); |
- this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); |
- this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); |
- this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); |
- |
- // Then draw a column with bleeding and no filtering (bleed should have no effect w/out blur) |
- this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); |
- this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); |
- this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); |
- this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); |
- |
- // Then draw a column with bleeding and low filtering |
- this->drawCase1(canvas, kCol4X, kRow0Y, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); |
- this->drawCase2(canvas, kCol4X, kRow1Y, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); |
- this->drawCase3(canvas, kCol4X, kRow2Y, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); |
- this->drawCase4(canvas, kCol4X, kRow3Y, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); |
- |
- // Finally draw a column with bleeding and high filtering |
- this->drawCase1(canvas, kCol5X, kRow0Y, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); |
- this->drawCase2(canvas, kCol5X, kRow1Y, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); |
- this->drawCase3(canvas, kCol5X, kRow2Y, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); |
- this->drawCase4(canvas, kCol5X, kRow3Y, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); |
- |
canvas->restore(); |
} |
} |
@@ -280,6 +406,9 @@ private: |
SkBitmap fBitmapBig; |
SkAutoTUnref<SkImage> fImageSmall; |
SkAutoTUnref<SkImage> fImageBig; |
+ |
+ SkAutoTUnref<SkShader> fShader; |
+ |
const BleedTest fBT; |
typedef GM INHERITED; |
@@ -287,3 +416,9 @@ private: |
DEF_GM( return new BleedGM(kUseBitmap_BleedTest); ) |
DEF_GM( return new BleedGM(kUseImage_BleedTest); ) |
+DEF_GM( return new BleedGM(kUseAlphaBitmap_BleedTest); ) |
+DEF_GM( return new BleedGM(kUseAlphaImage_BleedTest); ) |
+#if 0 // Currently crashes GPU backend |
+DEF_GM(return new BleedGM(kUseAlphaBitmapShader_BleedTest); ) |
+DEF_GM(return new BleedGM(kUseAlphaImageShader_BleedTest); ) |
+#endif |