Index: gm/bleed.cpp |
=================================================================== |
--- gm/bleed.cpp (revision 10793) |
+++ gm/bleed.cpp (working copy) |
@@ -88,68 +88,92 @@ |
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 |
+ // Draw only the center of the small bitmap |
+ void drawCase1(SkCanvas* canvas, int transX, int transY, |
+ SkCanvas::DrawBitmapRectFlags flags, bool filter) { |
+ SkRect src = SkRect::MakeXYWH(1, 1, |
+ kSmallTextureSize-2, |
+ kSmallTextureSize-2); |
+ SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); |
- canvas->clear(SK_ColorGRAY); |
+ SkPaint paint; |
+ paint.setFilterBitmap(filter); |
+ canvas->save(); |
+ canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); |
+ canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags); |
+ canvas->restore(); |
+ } |
+ |
+ // Draw almost all of the large bitmap |
+ void drawCase2(SkCanvas* canvas, int transX, int transY, |
+ SkCanvas::DrawBitmapRectFlags flags, bool filter) { |
+ SkRect src = SkRect::MakeXYWH(1, 1, |
+ SkIntToScalar(fBitmapBig.width()-2), |
+ SkIntToScalar(fBitmapBig.height()-2)); |
+ SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); |
+ |
SkPaint paint; |
+ paint.setFilterBitmap(filter); |
- // Bleeding only comes into play when filtering |
- paint.setFilterBitmap(true); |
+ canvas->save(); |
+ canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); |
+ canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags); |
+ canvas->restore(); |
+ } |
- // carve out the center of the small bitmap |
+ // Draw ~1/4 of the large bitmap |
+ void drawCase3(SkCanvas* canvas, int transX, int transY, |
+ SkCanvas::DrawBitmapRectFlags flags, bool filter) { |
SkRect src = SkRect::MakeXYWH(1, 1, |
- kSmallTextureSize-2, |
- kSmallTextureSize-2); |
- SkRect dst = SkRect::MakeXYWH(10, 10, 100, 100); |
+ SkIntToScalar(fBitmapBig.width()/2-1), |
+ SkIntToScalar(fBitmapBig.height()/2-1)); |
+ SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); |
- // first draw without bleeding |
- canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint); |
+ SkPaint paint; |
+ paint.setFilterBitmap(filter); |
- // then draw with bleeding |
- dst = SkRect::MakeXYWH(120, 10, 100, 100); |
- canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, |
- SkCanvas::kBleed_DrawBitmapRectFlag); |
+ canvas->save(); |
+ canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); |
+ canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags); |
+ canvas->restore(); |
+ } |
- // Next test out the GPU's tiling of large textures |
+ virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE { |
- // 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); |
+ canvas->clear(SK_ColorGRAY); |
- // first without bleeding |
- canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint); |
+ // First draw a column with no bleeding, tiling, or filtering |
+ this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectflag, false); |
+ this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectflag, false); |
+ this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectflag, false); |
- // then with bleeding |
- dst = SkRect::MakeXYWH(120, 120, 100, 100); |
- canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, |
- SkCanvas::kBleed_DrawBitmapRectFlag); |
+ // Then draw a column with no bleeding or tiling but with filtering |
+ this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectflag, true); |
+ this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectflag, true); |
+ this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectflag, true); |
- // 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); |
+#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 |
- // then with bleeding |
- dst = SkRect::MakeXYWH(120, 230, 100, 100); |
- canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, |
- SkCanvas::kBleed_DrawBitmapRectFlag); |
+ // Then draw a column with no bleeding but with tiling and filtering |
+ this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectflag, true); |
+ this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectflag, true); |
+ this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectflag, true); |
+ // Finally draw a column with all three (bleeding, tiling, and filtering) |
+ this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, true); |
+ this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, true); |
+ this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, true); |
+ |
#if SK_SUPPORT_GPU |
if (NULL != ctx) { |
ctx->setMaxTextureSizeOverride(oldMaxTextureSize); |
@@ -158,9 +182,20 @@ |
} |
private: |
- static const int kWidth = 230; |
- static const int kHeight = 340; |
+ static const int kBlockSize = 90; |
+ static const int kBlockSpacing = 10; |
+ static const int kCol0X = kBlockSpacing; |
+ static const int kCol1X = 2*kBlockSpacing + kBlockSize; |
+ static const int kCol2X = 3*kBlockSpacing + 2*kBlockSize; |
+ static const int kCol3X = 4*kBlockSpacing + 3*kBlockSize; |
+ static const int kWidth = 5*kBlockSpacing + 4*kBlockSize; |
+ |
+ static const int kRow0Y = kBlockSpacing; |
+ static const int kRow1Y = 2*kBlockSpacing + kBlockSize; |
+ static const int kRow2Y = 3*kBlockSpacing + 2*kBlockSize; |
+ static const int kHeight = 4*kBlockSpacing + 3*kBlockSize; |
+ |
static const int kSmallTextureSize = 4; |
static const int kMaxTextureSize = 32; |