Index: gm/bleed.cpp |
=================================================================== |
--- gm/bleed.cpp (revision 0) |
+++ gm/bleed.cpp (revision 0) |
@@ -0,0 +1,170 @@ |
+/* |
+ * Copyright 2013 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" |
+ |
+#if SK_SUPPORT_GPU |
+#include "GrContext.h" |
+ |
+namespace skiagm { |
+extern GrContext* GetGr(); |
+}; |
+ |
+void GrContext::setMaxTextureSizeOverride(int maxTextureSizeOverride) { |
+ fMaxTextureSizeOverride = maxTextureSizeOverride; |
+} |
+#endif |
+ |
+// Create a black&white checked texture with a 1-pixel red ring |
+// around the outside edge |
+static void make_red_ringed_bitmap(SkBitmap* result, int width, int height) { |
+ SkASSERT(0 == width % 2 && 0 == width % 2); |
+ |
+ result->setConfig(SkBitmap::kARGB_8888_Config, width, height); |
+ result->allocPixels(); |
+ SkAutoLockPixels lock(*result); |
+ |
+ SkPMColor* scanline = result->getAddr32(0, 0); |
+ for (int x = 0; x < width; ++x) { |
+ scanline[x] = SK_ColorRED; |
+ } |
+ |
+ for (int y = 1; y < height/2; ++y) { |
+ scanline = result->getAddr32(0, y); |
+ scanline[0] = SK_ColorRED; |
+ for (int x = 1; x < width/2; ++x) { |
+ scanline[x] = SK_ColorBLACK; |
+ } |
+ for (int x = width/2; x < width-1; ++x) { |
+ scanline[x] = SK_ColorWHITE; |
+ } |
+ scanline[width-1] = SK_ColorRED; |
+ } |
+ |
+ for (int y = height/2; y < height-1; ++y) { |
+ scanline = result->getAddr32(0, y); |
+ scanline[0] = SK_ColorRED; |
+ for (int x = 1; x < width/2; ++x) { |
+ scanline[x] = SK_ColorWHITE; |
+ } |
+ for (int x = width/2; x < width-1; ++x) { |
+ scanline[x] = SK_ColorBLACK; |
+ } |
+ scanline[width-1] = SK_ColorRED; |
+ } |
+ |
+ scanline = result->getAddr32(0, height-1); |
+ for (int x = 0; x < width; ++x) { |
+ scanline[x] = SK_ColorRED; |
+ } |
+ result->setIsOpaque(true); |
+ result->setImmutable(); |
+} |
+ |
+// This GM exercises the drawBitmapRectToRect "bleed" flag |
+class BleedGM : public skiagm::GM { |
+public: |
+ BleedGM() {} |
+ |
+protected: |
+ virtual SkString onShortName() SK_OVERRIDE { |
+ return SkString("bleed"); |
+ } |
+ |
+ virtual SkISize onISize() SK_OVERRIDE { |
+ return SkISize::Make(kWidth, kHeight); |
+ } |
+ |
+ virtual void onOnceBeforeDraw() SK_OVERRIDE { |
+ make_red_ringed_bitmap(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize); |
+ |
+ // To exercise the GPU's tiling path we need a texture |
+ // too big for the GPU to handle in one go |
+ make_red_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize); |
+ } |
+ |
+ virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE { |
+#if SK_SUPPORT_GPU |
+ GrContext* ctx = skiagm::GetGr(); |
+ int oldMaxTextureSize = 0; |
+ if (NULL != ctx) { |
+ // shrink the max texture size so all our textures can be reasonably sized |
+ oldMaxTextureSize = ctx->getMaxTextureSize(); |
+ ctx->setMaxTextureSizeOverride(kMaxTextureSize); |
+ } |
+#endif |
+ |
+ canvas->clear(SK_ColorGRAY); |
+ |
+ SkPaint paint; |
+ |
+ // Bleeding only comes into play when filtering |
+ paint.setFilterBitmap(true); |
+ |
+ // carve out the center of the small bitmap |
+ SkRect src = SkRect::MakeXYWH(1, 1, |
+ kSmallTextureSize-2, |
+ kSmallTextureSize-2); |
+ SkRect dst = SkRect::MakeXYWH(10, 10, 100, 100); |
+ |
+ // first draw without bleeding |
+ canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint); |
+ |
+ // then draw with bleeding |
+ dst = SkRect::MakeXYWH(120, 10, 100, 100); |
+ canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint); |
+ |
+ // Next test out the GPU's tiling of large textures |
+ |
+ // first draw almost the whole thing |
+ src = SkRect::MakeXYWH(1, 1, |
+ SkIntToScalar(fBitmapBig.width()-2), |
+ SkIntToScalar(fBitmapBig.height()-2)); |
+ dst = SkRect::MakeXYWH(10, 120, 100, 100); |
+ |
+ // first without bleeding |
+ canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint); |
+ |
+ // then with bleeding |
+ dst = SkRect::MakeXYWH(120, 120, 100, 100); |
+ canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint); |
+ |
+ // next draw ~1/4 of the bitmap |
+ src = SkRect::MakeXYWH(1, 1, |
+ SkIntToScalar(fBitmapBig.width()/2-1), |
+ SkIntToScalar(fBitmapBig.height()/2-1)); |
+ dst = SkRect::MakeXYWH(10, 230, 100, 100); |
+ |
+ // first without bleeding |
+ canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint); |
+ |
+ // then with bleeding |
+ dst = SkRect::MakeXYWH(120, 230, 100, 100); |
+ canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint); |
+ |
+#if SK_SUPPORT_GPU |
+ if (NULL != ctx) { |
+ ctx->setMaxTextureSizeOverride(oldMaxTextureSize); |
+ } |
+#endif |
+ } |
+ |
+private: |
+ static const int kWidth = 230; |
+ static const int kHeight = 340; |
+ |
+ static const int kSmallTextureSize = 4; |
+ static const int kMaxTextureSize = 32; |
+ |
+ SkBitmap fBitmapSmall; |
+ SkBitmap fBitmapBig; |
+ |
+ typedef GM INHERITED; |
+}; |
+ |
+DEF_GM( return new BleedGM(); ) |