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/*
* 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 "SkCanvas.h"
#if SK_SUPPORT_GPU
#include "GrContext.h"
namespace skiagm {
extern GrContext* GetGr();
};
void GrContext::setMaxTextureSizeOverride(int maxTextureSizeOverride) {
fMaxTextureSizeOverride = maxTextureSizeOverride;
}
#endif
// Create a black&white checked texture with a 1-pixel red ring
// around the outside edge
static void make_red_ringed_bitmap(SkBitmap* result, int width, int height) {
SkASSERT(0 == width % 2 && 0 == width % 2);
result->setConfig(SkBitmap::kARGB_8888_Config, width, height);
result->allocPixels();
SkAutoLockPixels lock(*result);
SkPMColor* scanline = result->getAddr32(0, 0);
for (int x = 0; x < width; ++x) {
scanline[x] = SK_ColorRED;
}
for (int y = 1; y < height/2; ++y) {
scanline = result->getAddr32(0, y);
scanline[0] = SK_ColorRED;
for (int x = 1; x < width/2; ++x) {
scanline[x] = SK_ColorBLACK;
}
for (int x = width/2; x < width-1; ++x) {
scanline[x] = SK_ColorWHITE;
}
scanline[width-1] = SK_ColorRED;
}
for (int y = height/2; y < height-1; ++y) {
scanline = result->getAddr32(0, y);
scanline[0] = SK_ColorRED;
for (int x = 1; x < width/2; ++x) {
scanline[x] = SK_ColorWHITE;
}
for (int x = width/2; x < width-1; ++x) {
scanline[x] = SK_ColorBLACK;
}
scanline[width-1] = SK_ColorRED;
}
scanline = result->getAddr32(0, height-1);
for (int x = 0; x < width; ++x) {
scanline[x] = SK_ColorRED;
}
result->setIsOpaque(true);
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, kHeight);
}
virtual void onOnceBeforeDraw() SK_OVERRIDE {
make_red_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_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
canvas->clear(SK_ColorGRAY);
SkPaint paint;
// Bleeding only comes into play when filtering
paint.setFilterBitmap(true);
// carve out the center of the small bitmap
SkRect src = SkRect::MakeXYWH(1, 1,
kSmallTextureSize-2,
kSmallTextureSize-2);
SkRect dst = SkRect::MakeXYWH(10, 10, 100, 100);
// first draw without bleeding
canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint);
// then draw with bleeding
dst = SkRect::MakeXYWH(120, 10, 100, 100);
canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint);
// Next test out the GPU's tiling of large textures
// 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 without bleeding
canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint);
// then with bleeding
dst = SkRect::MakeXYWH(120, 120, 100, 100);
canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint);
// 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);
// first without bleeding
canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint);
// then with bleeding
dst = SkRect::MakeXYWH(120, 230, 100, 100);
canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint);
#if SK_SUPPORT_GPU
if (NULL != ctx) {
ctx->setMaxTextureSizeOverride(oldMaxTextureSize);
}
#endif
}
private:
static const int kWidth = 230;
static const int kHeight = 340;
static const int kSmallTextureSize = 4;
static const int kMaxTextureSize = 32;
SkBitmap fBitmapSmall;
SkBitmap fBitmapBig;
typedef GM INHERITED;
};
DEF_GM( return new BleedGM(); )
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