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authorGravatar commit-bot@chromium.org <commit-bot@chromium.org@2bbb7eff-a529-9590-31e7-b0007b416f81>2013-11-22 20:34:59 +0000
committerGravatar commit-bot@chromium.org <commit-bot@chromium.org@2bbb7eff-a529-9590-31e7-b0007b416f81>2013-11-22 20:34:59 +0000
commitd6ca4ac1ee2a0096b42b02e9408181c9e0387939 (patch)
treedd75a97dd87055d4d8a0303daf89b745fb7152bc
parent44e86572ebd365d867204da9c0f41548efa35741 (diff)
[GPU] Use view matrix + rect to implement subrect for drawBitmap when there is a mask filter and bleed.
R=robertphillips@google.com, reed@google.com Author: bsalomon@google.com Review URL: https://codereview.chromium.org/65133003 git-svn-id: http://skia.googlecode.com/svn/trunk@12368 2bbb7eff-a529-9590-31e7-b0007b416f81
-rw-r--r--gm/bleed.cpp127
-rw-r--r--src/gpu/SkGpuDevice.cpp37
2 files changed, 86 insertions, 78 deletions
diff --git a/gm/bleed.cpp b/gm/bleed.cpp
index 8b7d2e27f2..881760468e 100644
--- a/gm/bleed.cpp
+++ b/gm/bleed.cpp
@@ -93,7 +93,7 @@ protected:
}
virtual SkISize onISize() SK_OVERRIDE {
- return SkISize::Make(kWidth, kHeight);
+ return SkISize::Make(kWidth, 780);
}
virtual void onOnceBeforeDraw() SK_OVERRIDE {
@@ -108,8 +108,8 @@ protected:
void drawCase1(SkCanvas* canvas, int transX, int transY,
SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
SkRect src = SkRect::MakeXYWH(2, 2,
- kSmallTextureSize-4,
- kSmallTextureSize-4);
+ SkIntToScalar(kSmallTextureSize-4),
+ SkIntToScalar(kSmallTextureSize-4));
SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
@@ -159,8 +159,8 @@ protected:
void drawCase4(SkCanvas* canvas, int transX, int transY,
SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) {
SkRect src = SkRect::MakeXYWH(2, 2,
- kSmallTextureSize-4,
- kSmallTextureSize-4);
+ SkIntToScalar(kSmallTextureSize-4),
+ SkIntToScalar(kSmallTextureSize-4));
SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
SkPaint paint;
@@ -179,66 +179,76 @@ protected:
canvas->clear(SK_ColorGRAY);
- // Currently there are no test cases with medium filtering since medium uses mip-mapping and
- // these draws are always upscaling.
-
- // First draw a column with no bleeding, tiling, or filtering
- this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
- this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
- this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
- this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
-
- // Then draw a column with no bleeding or tiling but with low filtering
- this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
- this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
- this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
- this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
-
- // Then draw a column with no bleeding or tiling but with high filtering
- this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
- this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
- this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
- this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
+ for (int m = 0; m < 2; ++m) {
+ 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);
+ }
+
+ // First draw a column with no bleeding, tiling, or filtering
+ this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
+ this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
+ this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
+ this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel);
+
+ // Then draw a column with no bleeding or tiling but with low filtering
+ this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
+ this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
+ this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
+ this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
+
+ // Then draw a column with no bleeding or tiling but with high filtering
+ this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
+ this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
+ this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
+ this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
#if SK_SUPPORT_GPU
- GrContext* ctx = canvas->getGrContext();
- 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);
- }
+ GrContext* ctx = canvas->getGrContext();
+ 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 draw a column with no bleeding but with tiling and low filtering
- this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
- this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
- this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
- this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
-
- // Then draw a column with no bleeding but with tiling and high filtering
- this->drawCase1(canvas, kCol4X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
- this->drawCase2(canvas, kCol4X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
- this->drawCase3(canvas, kCol4X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
- this->drawCase4(canvas, kCol4X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
-
- // Then draw a column with bleeding, tiling, and low filtering
- this->drawCase1(canvas, kCol5X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
- this->drawCase2(canvas, kCol5X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
- this->drawCase3(canvas, kCol5X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
- this->drawCase4(canvas, kCol5X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
-
- // Finally draw a column with bleeding, tiling, and high filtering
- this->drawCase1(canvas, kCol6X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
- this->drawCase2(canvas, kCol6X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
- this->drawCase3(canvas, kCol6X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
- this->drawCase4(canvas, kCol6X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
+ // Then draw a column with no bleeding but with tiling and low filtering
+ this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
+ this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
+ this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
+ this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
+
+ // Then draw a column with no bleeding but with tiling and high filtering
+ this->drawCase1(canvas, kCol4X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
+ this->drawCase2(canvas, kCol4X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
+ this->drawCase3(canvas, kCol4X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
+ this->drawCase4(canvas, kCol4X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
+
+ // Then draw a column with bleeding, tiling, and low filtering
+ this->drawCase1(canvas, kCol5X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
+ this->drawCase2(canvas, kCol5X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
+ this->drawCase3(canvas, kCol5X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
+ this->drawCase4(canvas, kCol5X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel);
+
+ // Finally draw a column with bleeding, tiling, and high filtering
+ this->drawCase1(canvas, kCol6X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
+ this->drawCase2(canvas, kCol6X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
+ this->drawCase3(canvas, kCol6X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
+ this->drawCase4(canvas, kCol6X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel);
#if SK_SUPPORT_GPU
- if (NULL != ctx) {
- ctx->setMaxTextureSizeOverride(oldMaxTextureSize);
- }
+ if (NULL != ctx) {
+ ctx->setMaxTextureSizeOverride(oldMaxTextureSize);
+ }
#endif
+ canvas->restore();
+ }
}
private:
@@ -258,7 +268,6 @@ private:
static const int kRow1Y = 2*kBlockSpacing + kBlockSize;
static const int kRow2Y = 3*kBlockSpacing + 2*kBlockSize;
static const int kRow3Y = 4*kBlockSpacing + 3*kBlockSize;
- static const int kHeight = 5*kBlockSpacing + 4*kBlockSize;
static const int kSmallTextureSize = 6;
static const int kMaxTextureSize = 32;
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp
index b83baf7fa3..c6194e7031 100644
--- a/src/gpu/SkGpuDevice.cpp
+++ b/src/gpu/SkGpuDevice.cpp
@@ -1105,26 +1105,25 @@ void SkGpuDevice::drawBitmapCommon(const SkDraw& draw,
SkBitmap tmp; // subset of bitmap, if necessary
const SkBitmap* bitmapPtr = &bitmap;
if (NULL != srcRectPtr) {
- SkIRect iSrc;
- srcRect.roundOut(&iSrc);
-
- SkPoint offset = SkPoint::Make(SkIntToScalar(iSrc.fLeft),
- SkIntToScalar(iSrc.fTop));
-
- if (SkCanvas::kBleed_DrawBitmapRectFlag & flags) {
- // In bleed mode we want to expand the src rect on all sides
- // but stay within the bitmap bounds
- SkIRect iClampRect = SkIRect::MakeWH(bitmap.width(), bitmap.height());
- clamped_unit_outset_with_offset(&iSrc, &offset, iClampRect);
- }
-
- if (!bitmap.extractSubset(&tmp, iSrc)) {
- return; // extraction failed
+ // In bleed mode we position and trim the bitmap based on the src rect which is
+ // already accounted for in 'm' and 'srcRect'. In clamp mode we need to chop out
+ // the desired portion of the bitmap and then update 'm' and 'srcRect' to
+ // compensate.
+ if (!(SkCanvas::kBleed_DrawBitmapRectFlag & flags)) {
+ SkIRect iSrc;
+ srcRect.roundOut(&iSrc);
+
+ SkPoint offset = SkPoint::Make(SkIntToScalar(iSrc.fLeft),
+ SkIntToScalar(iSrc.fTop));
+
+ if (!bitmap.extractSubset(&tmp, iSrc)) {
+ return; // extraction failed
+ }
+ bitmapPtr = &tmp;
+ srcRect.offset(-offset.fX, -offset.fY);
+ // The source rect has changed so update the matrix
+ newM.preTranslate(offset.fX, offset.fY);
}
- bitmapPtr = &tmp;
- srcRect.offset(-offset.fX, -offset.fY);
- // The source rect has changed so update the matrix
- newM.preTranslate(offset.fX, offset.fY);
}
SkPaint paintWithTexture(paint);