aboutsummaryrefslogtreecommitdiffhomepage
path: root/gm/bleed.cpp
blob: aa2b0df8c4c5fef97a30efe534bd4791d6db1905 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
/*
 * 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 uint32_t onGetFlags() const SK_OVERRIDE {
        return kSkipTiled_Flag;
    }

    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(kNormal_SkBlurStyle,
                                         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 (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 (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(); )