/* * 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" #include "SkGradientShader.h" #include "SkImage.h" #include "SkUtils.h" #if SK_SUPPORT_GPU #include "GrContext.h" #include "GrContextOptions.h" #include "SkGr.h" #endif static void draw_bitmap_rect(SkCanvas* canvas, const SkBitmap& bitmap, const SkImage*, const SkRect& src, const SkRect& dst, const SkPaint* paint, SkCanvas::SrcRectConstraint constraint) { canvas->drawBitmapRect(bitmap, src, dst, paint, constraint); } static void draw_image_rect(SkCanvas* canvas, const SkBitmap&, const SkImage* image, const SkRect& src, const SkRect& dst, const SkPaint* paint, SkCanvas::SrcRectConstraint constraint) { canvas->drawImageRect(image, src, dst, paint, constraint); } // Upload the tight-fitting sw-backed bitmap to a loose-fitting gpu-backed texture before drawing static void draw_texture_bitmap_rect(SkCanvas* canvas, const SkBitmap& bitmap, const SkImage*, const SkRect& src, const SkRect& dst, const SkPaint* paint, SkCanvas::SrcRectConstraint constraint) { GrContext* context = canvas->getGrContext(); if (!context) { // For non-GPU canvases fallback to drawing the bitmap directly. canvas->drawBitmapRect(bitmap, src, dst, paint, constraint); return; } #if SK_SUPPORT_GPU GrSurfaceDesc desc; desc.fConfig = kAlpha_8_SkColorType == bitmap.colorType() ? kAlpha_8_GrPixelConfig : kSkia8888_GrPixelConfig; // Add some padding to the right and beneath the bitmap contents to exercise the case where // the texture is larger than the bitmap. Outsets chosen to be small and different. desc.fWidth = bitmap.width() + 16; desc.fHeight = bitmap.height() + 23; SkAutoTUnref texture(context->textureProvider()->createTexture(desc, true)); if (!texture) { return; } // Init the whole texture to 0 in the alpha case or solid green in the 32bit rgba case. SkAutoLockPixels al(bitmap); if (kAlpha_8_GrPixelConfig == texture->config()) { SkAutoMalloc pixels(texture->width() * texture->height()); memset(pixels.get(), 0, texture->width() * texture->height()); texture->writePixels(0, 0, texture->width(), texture->height(), desc.fConfig, pixels.get(), 0); } else { SkAutoMalloc pixels(texture->width() * texture->height() * sizeof(uint32_t)); SkOpts::memset32((uint32_t*)pixels.get(), 0xFF00FF00, texture->width()*texture->height()); texture->writePixels(0, 0, texture->width(), texture->height(), desc.fConfig, pixels.get(), 0); } // Upload the bitmap contents to the upper left. texture->writePixels(0, 0, bitmap.width(), bitmap.height(), desc.fConfig, bitmap.getPixels(), bitmap.rowBytes()); // Wrap the texture in a bitmap and draw it. SkBitmap textureBmp; GrWrapTextureInBitmap(texture, bitmap.width(), bitmap.height(), true, &textureBmp); canvas->drawBitmapRect(textureBmp, src, dst, paint, constraint); #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_color_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(); } /** Makes a alpha bitmap with 1 wide rect/ring of 0s, an inset of 1s, and the interior is a 2x2 checker board of 3/4 and 1/2. The inner checkers are large enough to fill the interior with the 2x2 checker grid. */ static void make_ringed_alpha_bitmap(SkBitmap* result, int width, int height) { SkASSERT(0 == width % 2 && 0 == height % 2); static const SkPMColor kZero = 0x00; static const SkPMColor kHalf = 0x80; static const SkPMColor k3Q = 0xC0; static const SkPMColor kOne = 0xFF; SkImageInfo info = SkImageInfo::MakeA8(width, height); // The 4 byte alignment seems to be necessary to allow this bmp to be converted // to an image. result->allocPixels(info, SkAlign4(width)); uint8_t* scanline = result->getAddr8(0, 0); for (int x = 0; x < width; ++x) { scanline[x] = kOne; } scanline = result->getAddr8(0, 1); scanline[0] = kOne; for (int x = 1; x < width - 1; ++x) { scanline[x] = kOne; } scanline[width - 1] = kZero; for (int y = 2; y < height / 2; ++y) { scanline = result->getAddr8(0, y); scanline[0] = kZero; scanline[1] = kOne; for (int x = 2; x < width / 2; ++x) { scanline[x] = k3Q; } for (int x = width / 2; x < width - 2; ++x) { scanline[x] = kHalf; } scanline[width - 2] = kOne; scanline[width - 1] = kZero; } for (int y = height / 2; y < height - 2; ++y) { scanline = result->getAddr8(0, y); scanline[0] = kZero; scanline[1] = kOne; for (int x = 2; x < width / 2; ++x) { scanline[x] = kHalf; } for (int x = width / 2; x < width - 2; ++x) { scanline[x] = k3Q; } scanline[width - 2] = kOne; scanline[width - 1] = kZero; } scanline = result->getAddr8(0, height - 2); scanline[0] = kZero; for (int x = 1; x < width - 1; ++x) { scanline[x] = kOne; } scanline[width - 1] = kZero; scanline = result->getAddr8(0, height - 1); for (int x = 0; x < width; ++x) { scanline[x] = kZero; } result->setImmutable(); } static SkShader* make_shader() { static const SkPoint pts[] = { {0, 0}, {20, 20} }; static const SkColor colors[] = { SK_ColorGREEN, SK_ColorYELLOW }; return SkGradientShader::CreateLinear(pts, colors, nullptr, 2, SkShader::kMirror_TileMode); } static SkShader* make_null_shader() { return nullptr; } enum BleedTest { kUseBitmap_BleedTest, kUseTextureBitmap_BleedTest, kUseImage_BleedTest, kUseAlphaBitmap_BleedTest, kUseAlphaTextureBitmap_BleedTest, kUseAlphaImage_BleedTest, kUseAlphaBitmapShader_BleedTest, kUseAlphaTextureBitmapShader_BleedTest, kUseAlphaImageShader_BleedTest, }; const struct { const char* fName; void(*fBmpMaker)(SkBitmap* result, int width, int height); SkShader*(*fShaderMaker)(); void(*fDraw)(SkCanvas*, const SkBitmap&, const SkImage*, const SkRect&, const SkRect&, const SkPaint*, SkCanvas::SrcRectConstraint); } gBleedRec[] = { { "bleed", make_ringed_color_bitmap, make_null_shader, draw_bitmap_rect }, { "bleed_texture_bmp", make_ringed_color_bitmap, make_null_shader, draw_texture_bitmap_rect }, { "bleed_image", make_ringed_color_bitmap, make_null_shader, draw_image_rect }, { "bleed_alpha_bmp", make_ringed_alpha_bitmap, make_null_shader, draw_bitmap_rect }, { "bleed_alpha_texture_bmp", make_ringed_alpha_bitmap, make_null_shader, draw_texture_bitmap_rect }, { "bleed_alpha_image", make_ringed_alpha_bitmap, make_null_shader, draw_image_rect }, { "bleed_alpha_bmp_shader", make_ringed_alpha_bitmap, make_shader, draw_bitmap_rect }, { "bleed_alpha_texture_bmp_shader", make_ringed_alpha_bitmap, make_shader, draw_texture_bitmap_rect }, { "bleed_alpha_image_shader", make_ringed_alpha_bitmap, make_shader, draw_image_rect }, }; // This GM exercises the drawBitmapRect constraints class BleedGM : public skiagm::GM { public: BleedGM(BleedTest bt) : fBT(bt) {} protected: SkString onShortName() override { return SkString(gBleedRec[fBT].fName); } SkISize onISize() override { return SkISize::Make(1200, 1080); } void onOnceBeforeDraw() override { gBleedRec[fBT].fBmpMaker(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize); fImageSmall.reset(SkImage::NewFromBitmap(fBitmapSmall)); // To exercise the GPU's tiling path we need a texture // too big for the GPU to handle in one go gBleedRec[fBT].fBmpMaker(&fBitmapBig, 2*kMaxTileSize, 2*kMaxTileSize); fImageBig.reset(SkImage::NewFromBitmap(fBitmapBig)); fShader.reset(gBleedRec[fBT].fShaderMaker()); } // Draw only the center of the small bitmap void drawCase1(SkCanvas* canvas, int transX, int transY, bool aa, SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) { SkRect src = SkRect::MakeXYWH(2, 2, SkIntToScalar(kSmallTextureSize-4), SkIntToScalar(kSmallTextureSize-4)); SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY), SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterQuality(filter); paint.setShader(fShader); paint.setColor(SK_ColorBLUE); paint.setAntiAlias(aa); gBleedRec[fBT].fDraw(canvas, fBitmapSmall, fImageSmall, src, dst, &paint, constraint); } // Draw almost all of the large bitmap void drawCase2(SkCanvas* canvas, int transX, int transY, bool aa, SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) { SkRect src = SkRect::MakeXYWH(2, 2, SkIntToScalar(fBitmapBig.width()-4), SkIntToScalar(fBitmapBig.height()-4)); SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY), SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterQuality(filter); paint.setShader(fShader); paint.setColor(SK_ColorBLUE); paint.setAntiAlias(aa); gBleedRec[fBT].fDraw(canvas, fBitmapBig, fImageBig, src, dst, &paint, constraint); } // Draw ~1/4 of the large bitmap void drawCase3(SkCanvas* canvas, int transX, int transY, bool aa, SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) { SkRect src = SkRect::MakeXYWH(2, 2, SkIntToScalar(fBitmapBig.width()/2-2), SkIntToScalar(fBitmapBig.height()/2-2)); SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY), SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterQuality(filter); paint.setShader(fShader); paint.setColor(SK_ColorBLUE); paint.setAntiAlias(aa); gBleedRec[fBT].fDraw(canvas, fBitmapBig, fImageBig, src, dst, &paint, constraint); } // Draw the center of the small bitmap with a normal blur void drawCase4(SkCanvas* canvas, int transX, int transY, bool aa, SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) { SkRect src = SkRect::MakeXYWH(2, 2, SkIntToScalar(kSmallTextureSize-4), SkIntToScalar(kSmallTextureSize-4)); SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY), SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterQuality(filter); SkMaskFilter* mf = SkBlurMaskFilter::Create(kNormal_SkBlurStyle, SkBlurMask::ConvertRadiusToSigma(3)); paint.setMaskFilter(mf)->unref(); paint.setShader(fShader); paint.setColor(SK_ColorBLUE); paint.setAntiAlias(aa); gBleedRec[fBT].fDraw(canvas, fBitmapSmall, fImageSmall, src, dst, &paint, constraint); } // Draw the center of the small bitmap with a outer blur void drawCase5(SkCanvas* canvas, int transX, int transY, bool aa, SkCanvas::SrcRectConstraint constraint, SkFilterQuality filter) { SkRect src = SkRect::MakeXYWH(2, 2, SkIntToScalar(kSmallTextureSize - 4), SkIntToScalar(kSmallTextureSize - 4)); SkRect dst = SkRect::MakeXYWH(SkIntToScalar(transX), SkIntToScalar(transY), SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); SkPaint paint; paint.setFilterQuality(filter); SkMaskFilter* mf = SkBlurMaskFilter::Create(kOuter_SkBlurStyle, SkBlurMask::ConvertRadiusToSigma(7)); paint.setMaskFilter(mf)->unref(); paint.setShader(fShader); paint.setColor(SK_ColorBLUE); paint.setAntiAlias(aa); gBleedRec[fBT].fDraw(canvas, fBitmapSmall, fImageSmall, src, dst, &paint, constraint); } void onDraw(SkCanvas* canvas) override { canvas->clear(SK_ColorGRAY); SkTDArray matrices; // Draw with identity *matrices.append() = SkMatrix::I(); // Draw with rotation and scale down in x, up in y. SkMatrix m; static const SkScalar kBottom = SkIntToScalar(kRow4Y + kBlockSize + kBlockSpacing); m.setTranslate(0, kBottom); m.preRotate(15.f, 0, kBottom + kBlockSpacing); m.preScale(0.71f, 1.22f); *matrices.append() = m; // Align the next set with the middle of the previous in y, translated to the right in x. SkPoint corners[] = {{0, 0}, { 0, kBottom }, { kWidth, kBottom }, {kWidth, 0} }; matrices[matrices.count()-1].mapPoints(corners, 4); SkScalar y = (corners[0].fY + corners[1].fY + corners[2].fY + corners[3].fY) / 4; SkScalar x = SkTMax(SkTMax(corners[0].fX, corners[1].fX), SkTMax(corners[2].fX, corners[3].fX)); m.setTranslate(x, y); m.preScale(0.2f, 0.2f); *matrices.append() = m; SkScalar maxX = 0; for (int antiAlias = 0; antiAlias < 2; ++antiAlias) { canvas->save(); canvas->translate(maxX, 0); for (int m = 0; m < matrices.count(); ++m) { canvas->save(); canvas->concat(matrices[m]); bool aa = SkToBool(antiAlias); // First draw a column with no bleeding and no filtering this->drawCase1(canvas, kCol0X, kRow0Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); this->drawCase2(canvas, kCol0X, kRow1Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); this->drawCase3(canvas, kCol0X, kRow2Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); this->drawCase4(canvas, kCol0X, kRow3Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); this->drawCase5(canvas, kCol0X, kRow4Y, aa, SkCanvas::kStrict_SrcRectConstraint, kNone_SkFilterQuality); // Then draw a column with no bleeding and low filtering this->drawCase1(canvas, kCol1X, kRow0Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); this->drawCase2(canvas, kCol1X, kRow1Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); this->drawCase3(canvas, kCol1X, kRow2Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); this->drawCase4(canvas, kCol1X, kRow3Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); this->drawCase5(canvas, kCol1X, kRow4Y, aa, SkCanvas::kStrict_SrcRectConstraint, kLow_SkFilterQuality); // Then draw a column with no bleeding and high filtering this->drawCase1(canvas, kCol2X, kRow0Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); this->drawCase2(canvas, kCol2X, kRow1Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); this->drawCase3(canvas, kCol2X, kRow2Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); this->drawCase4(canvas, kCol2X, kRow3Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); this->drawCase5(canvas, kCol2X, kRow4Y, aa, SkCanvas::kStrict_SrcRectConstraint, kHigh_SkFilterQuality); // Then draw a column with bleeding and no filtering (bleed should have no effect w/out blur) this->drawCase1(canvas, kCol3X, kRow0Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); this->drawCase2(canvas, kCol3X, kRow1Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); this->drawCase3(canvas, kCol3X, kRow2Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); this->drawCase4(canvas, kCol3X, kRow3Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); this->drawCase5(canvas, kCol3X, kRow4Y, aa, SkCanvas::kFast_SrcRectConstraint, kNone_SkFilterQuality); // Then draw a column with bleeding and low filtering this->drawCase1(canvas, kCol4X, kRow0Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); this->drawCase2(canvas, kCol4X, kRow1Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); this->drawCase3(canvas, kCol4X, kRow2Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); this->drawCase4(canvas, kCol4X, kRow3Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); this->drawCase5(canvas, kCol4X, kRow4Y, aa, SkCanvas::kFast_SrcRectConstraint, kLow_SkFilterQuality); // Finally draw a column with bleeding and high filtering this->drawCase1(canvas, kCol5X, kRow0Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); this->drawCase2(canvas, kCol5X, kRow1Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); this->drawCase3(canvas, kCol5X, kRow2Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); this->drawCase4(canvas, kCol5X, kRow3Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); this->drawCase5(canvas, kCol5X, kRow4Y, aa, SkCanvas::kFast_SrcRectConstraint, kHigh_SkFilterQuality); SkPoint corners[] = { { 0, 0 },{ 0, kBottom },{ kWidth, kBottom },{ kWidth, 0 } }; matrices[m].mapPoints(corners, 4); SkScalar x = kBlockSize + SkTMax(SkTMax(corners[0].fX, corners[1].fX), SkTMax(corners[2].fX, corners[3].fX)); maxX = SkTMax(maxX, x); canvas->restore(); } canvas->restore(); } } #if SK_SUPPORT_GPU void modifyGrContextOptions(GrContextOptions* options) override { options->fMaxTileSizeOverride = kMaxTileSize; } #endif private: static const int kBlockSize = 70; static const int kBlockSpacing = 12; 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 kWidth = 7*kBlockSpacing + 6*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 kRow4Y = 5*kBlockSpacing + 4*kBlockSize; static const int kSmallTextureSize = 6; static const int kMaxTileSize = 32; SkBitmap fBitmapSmall; SkBitmap fBitmapBig; SkAutoTUnref fImageSmall; SkAutoTUnref fImageBig; SkAutoTUnref fShader; const BleedTest fBT; typedef GM INHERITED; }; DEF_GM( return new BleedGM(kUseBitmap_BleedTest); ) DEF_GM( return new BleedGM(kUseTextureBitmap_BleedTest); ) DEF_GM( return new BleedGM(kUseImage_BleedTest); ) DEF_GM( return new BleedGM(kUseAlphaBitmap_BleedTest); ) DEF_GM( return new BleedGM(kUseAlphaTextureBitmap_BleedTest); ) DEF_GM( return new BleedGM(kUseAlphaImage_BleedTest); ) DEF_GM( return new BleedGM(kUseAlphaBitmapShader_BleedTest); ) DEF_GM( return new BleedGM(kUseAlphaTextureBitmapShader_BleedTest); ) DEF_GM( return new BleedGM(kUseAlphaImageShader_BleedTest); )