diff options
-rw-r--r-- | gm/bleed.cpp | 131 | ||||
-rw-r--r-- | src/gpu/SkGpuDevice.cpp | 59 |
2 files changed, 137 insertions, 53 deletions
diff --git a/gm/bleed.cpp b/gm/bleed.cpp index 7e90e6d919..1a7e188ec1 100644 --- a/gm/bleed.cpp +++ b/gm/bleed.cpp @@ -88,67 +88,91 @@ protected: 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(); + } + + virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE { - // Next test out the GPU's tiling of large textures + canvas->clear(SK_ColorGRAY); - // 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 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); - // first without bleeding - canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint); + // 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); - // then with bleeding - dst = SkRect::MakeXYWH(120, 120, 100, 100); - canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, - SkCanvas::kBleed_DrawBitmapRectFlag); - // 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); +#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 - // first without bleeding - canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint); + // 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); - // then with bleeding - dst = SkRect::MakeXYWH(120, 230, 100, 100); - canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, - SkCanvas::kBleed_DrawBitmapRectFlag); + // 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) { @@ -158,8 +182,19 @@ protected: } 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; diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp index ce461c6245..7a1aea2f6d 100644 --- a/src/gpu/SkGpuDevice.cpp +++ b/src/gpu/SkGpuDevice.cpp @@ -1178,6 +1178,32 @@ void SkGpuDevice::drawBitmapCommon(const SkDraw& draw, } } +// This method outsets 'iRect' by 1 all around and then clamps its extents to +// 'clamp'. 'offset' is adjusted to remain positioned over the top-left corner +// of 'iRect' despite the possible outsets/clamps. +static inline void clamped_unit_outset_with_offset(SkIRect* iRect, SkPoint* offset, + const SkIRect& clamp) { + iRect->outset(1, 1); + + if (iRect->fLeft < clamp.fLeft) { + iRect->fLeft = clamp.fLeft; + } else { + offset->fX -= SK_Scalar1; + } + if (iRect->fTop < clamp.fTop) { + iRect->fTop = clamp.fTop; + } else { + offset->fY -= SK_Scalar1; + } + + if (iRect->fRight > clamp.fRight) { + iRect->fRight = clamp.fRight; + } + if (iRect->fBottom > clamp.fBottom) { + iRect->fBottom = clamp.fBottom; + } +} + // Break 'bitmap' into several tiles to draw it since it has already // been determined to be too large to fit in VRAM void SkGpuDevice::drawTiledBitmap(const SkBitmap& bitmap, @@ -1186,8 +1212,12 @@ void SkGpuDevice::drawTiledBitmap(const SkBitmap& bitmap, const GrTextureParams& params, const SkPaint& paint, SkCanvas::DrawBitmapRectFlags flags) { - // TODO: this method needs to be updated to respect the bleed flag - const int maxTextureSize = fContext->getMaxTextureSize(); + int maxTextureSize = fContext->getMaxTextureSize(); + if (SkPaint::kNone_FilterLevel != paint.getFilterLevel()) { + // We may need a skosh more room if we have to bump out the tile + // by 1 pixel all around + maxTextureSize -= 2; + } int tileSize = determine_tile_size(bitmap, srcRect, maxTextureSize); @@ -1228,12 +1258,31 @@ void SkGpuDevice::drawTiledBitmap(const SkBitmap& bitmap, SkBitmap tmpB; SkIRect iTileR; tileR.roundOut(&iTileR); + SkPoint offset = SkPoint::Make(SkIntToScalar(iTileR.fLeft), + SkIntToScalar(iTileR.fTop)); + + if (SkPaint::kNone_FilterLevel != paint.getFilterLevel()) { + SkIRect iClampRect; + + if (SkCanvas::kBleed_DrawBitmapRectFlag & flags) { + // In bleed mode we want to always expand the tile on all edges + // but stay within the bitmap bounds + iClampRect = SkIRect::MakeWH(bitmap.width(), bitmap.height()); + } else { + // In texture-domain/clamp mode we only want to expand the + // tile on edges interior to "srcRect" (i.e., we want to + // not bleed across the original clamped edges) + srcRect.roundOut(&iClampRect); + } + + clamped_unit_outset_with_offset(&iTileR, &offset, iClampRect); + } + if (bitmap.extractSubset(&tmpB, iTileR)) { // now offset it to make it "local" to our tmp bitmap - tileR.offset(SkIntToScalar(-iTileR.fLeft), SkIntToScalar(-iTileR.fTop)); + tileR.offset(-offset.fX, -offset.fY); SkMatrix tmpM(m); - tmpM.preTranslate(SkIntToScalar(iTileR.fLeft), - SkIntToScalar(iTileR.fTop)); + tmpM.preTranslate(offset.fX, offset.fY); this->internalDrawBitmap(tmpB, tileR, tmpM, params, paint, flags); } |