/* * 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 "SkBlurMask.h" #include "SkBlurMaskFilter.h" #include "SkCanvas.h" #if SK_SUPPORT_GPU #include "GrContext.h" #endif // 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) { SkASSERT(0 == width % 2 && 0 == height % 2); static const SkPMColor kRed = SkPreMultiplyColor(SK_ColorRED); static const SkPMColor kBlue = SkPreMultiplyColor(SK_ColorBLUE); static const SkPMColor kBlack = SkPreMultiplyColor(SK_ColorBLACK); static const SkPMColor kWhite = SkPreMultiplyColor(SK_ColorWHITE); result->allocN32Pixels(width, height, true); SkPMColor* scanline = result->getAddr32(0, 0); for (int x = 0; x < width; ++x) { scanline[x] = kBlue; } scanline = result->getAddr32(0, 1); scanline[0] = kBlue; for (int x = 1; x < width - 1; ++x) { scanline[x] = kRed; } scanline[width-1] = kBlue; for (int y = 2; y < height/2; ++y) { scanline = result->getAddr32(0, y); scanline[0] = kBlue; scanline[1] = kRed; for (int x = 2; x < width/2; ++x) { scanline[x] = kBlack; } for (int x = width/2; x < width-2; ++x) { scanline[x] = kWhite; } scanline[width-2] = kRed; scanline[width-1] = kBlue; } for (int y = height/2; y < height-2; ++y) { scanline = result->getAddr32(0, y); scanline[0] = kBlue; scanline[1] = kRed; for (int x = 2; x < width/2; ++x) { scanline[x] = kWhite; } for (int x = width/2; x < width-2; ++x) { scanline[x] = kBlack; } scanline[width-2] = kRed; scanline[width-1] = kBlue; } scanline = result->getAddr32(0, height-2); scanline[0] = kBlue; for (int x = 1; x < width - 1; ++x) { scanline[x] = kRed; } scanline[width-1] = kBlue; scanline = result->getAddr32(0, height-1); for (int x = 0; x < width; ++x) { scanline[x] = kBlue; } 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, 780); } virtual void onOnceBeforeDraw() SK_OVERRIDE { make_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_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize); } // Draw only the center of the small bitmap void drawCase1(SkCanvas* canvas, int transX, int transY, SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) { SkRect src = SkRect::MakeXYWH(2, 2, SkIntToScalar(kSmallTextureSize-4), SkIntToScalar(kSmallTextureSize-4)); SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterLevel(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, SkPaint::FilterLevel filter) { SkRect src = SkRect::MakeXYWH(2, 2, SkIntToScalar(fBitmapBig.width()-4), SkIntToScalar(fBitmapBig.height()-4)); SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterLevel(filter); canvas->save(); canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags); canvas->restore(); } // Draw ~1/4 of the large bitmap void drawCase3(SkCanvas* canvas, int transX, int transY, SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) { SkRect src = SkRect::MakeXYWH(2, 2, SkIntToScalar(fBitmapBig.width()/2-2), SkIntToScalar(fBitmapBig.height()/2-2)); SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterLevel(filter); canvas->save(); canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags); canvas->restore(); } // Draw the center of the small bitmap with a mask filter void drawCase4(SkCanvas* canvas, int transX, int transY, SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) { SkRect src = SkRect::MakeXYWH(2, 2, SkIntToScalar(kSmallTextureSize-4), SkIntToScalar(kSmallTextureSize-4)); SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterLevel(filter); SkMaskFilter* mf = SkBlurMaskFilter::Create(SkBlurMaskFilter::kNormal_BlurStyle, SkBlurMask::ConvertRadiusToSigma(SkIntToScalar(3))); paint.setMaskFilter(mf)->unref(); canvas->save(); canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags); canvas->restore(); } virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE { canvas->clear(SK_ColorGRAY); 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); } #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); #if SK_SUPPORT_GPU if (NULL != ctx) { ctx->setMaxTextureSizeOverride(oldMaxTextureSize); } #endif canvas->restore(); } } private: static const int kBlockSize = 70; static const int kBlockSpacing = 5; 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 kCol4X = 5*kBlockSpacing + 4*kBlockSize; static const int kCol5X = 6*kBlockSpacing + 5*kBlockSize; static const int kCol6X = 7*kBlockSpacing + 6*kBlockSize; static const int kWidth = 8*kBlockSpacing + 7*kBlockSize; static const int kRow0Y = kBlockSpacing; 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 kSmallTextureSize = 6; static const int kMaxTextureSize = 32; SkBitmap fBitmapSmall; SkBitmap fBitmapBig; typedef GM INHERITED; }; DEF_GM( return new BleedGM(); )