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/*
* Copyright 2012 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"
#include "SkGradientShader.h"
#include "SkPath.h"
static void make_bm(SkBitmap* bm, int width, int height, SkColor colors[2]) {
bm->allocN32Pixels(width, height);
SkCanvas canvas(*bm);
SkPoint center = {SkIntToScalar(width)/2, SkIntToScalar(height)/2};
SkScalar radius = 40;
SkShader* shader = SkGradientShader::CreateRadial(center, radius, colors, NULL, 2,
SkShader::kMirror_TileMode);
SkPaint paint;
paint.setShader(shader)->unref();
paint.setXfermodeMode(SkXfermode::kSrc_Mode);
canvas.drawPaint(paint);
bm->setImmutable();
}
static void show_bm(SkCanvas* canvas, int width, int height, SkColor colors[2]) {
SkBitmap bm;
make_bm(&bm, width, height, colors);
SkPaint paint;
SkRect r;
SkIRect ir;
paint.setStyle(SkPaint::kStroke_Style);
ir.set(0, 0, 128, 128);
r.set(ir);
canvas->save();
canvas->clipRect(r);
canvas->drawBitmap(bm, 0, 0, NULL);
canvas->restore();
canvas->drawRect(r, paint);
r.offset(SkIntToScalar(150), 0);
// exercises extract bitmap, but not shader
canvas->drawBitmapRect(bm, &ir, r, NULL);
canvas->drawRect(r, paint);
r.offset(SkIntToScalar(150), 0);
// exercises bitmapshader
canvas->drawBitmapRect(bm, NULL, r, NULL);
canvas->drawRect(r, paint);
}
class VeryLargeBitmapGM : public skiagm::GM {
public:
VeryLargeBitmapGM() {}
protected:
virtual SkString onShortName() SK_OVERRIDE {
return SkString("verylargebitmap");
}
virtual SkISize onISize() SK_OVERRIDE {
return SkISize::Make(500, 600);
}
virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
int veryBig = 65*1024; // 64K < size
int big = 33*1024; // 32K < size < 64K
// smaller than many max texture sizes, but large enough to gpu-tile for memory reasons.
int medium = 5*1024;
int small = 150;
SkColor colors[2];
canvas->translate(SkIntToScalar(10), SkIntToScalar(10));
colors[0] = SK_ColorRED;
colors[1] = SK_ColorGREEN;
show_bm(canvas, small, small, colors);
canvas->translate(0, SkIntToScalar(150));
colors[0] = SK_ColorBLUE;
colors[1] = SK_ColorMAGENTA;
show_bm(canvas, big, small, colors);
canvas->translate(0, SkIntToScalar(150));
colors[0] = SK_ColorMAGENTA;
colors[1] = SK_ColorYELLOW;
show_bm(canvas, medium, medium, colors);
canvas->translate(0, SkIntToScalar(150));
colors[0] = SK_ColorGREEN;
colors[1] = SK_ColorYELLOW;
// as of this writing, the raster code will fail to draw the scaled version
// since it has a 64K limit on x,y coordinates... (but gpu should succeed)
show_bm(canvas, veryBig, small, colors);
}
virtual uint32_t onGetFlags() const {
#ifdef SK_BUILD_FOR_WIN32
// The Windows bot runs out of memory in replay modes on this test in 32bit builds:
// http://skbug.com/1756
return kSkipPicture_Flag |
kSkipPipe_Flag |
kSkipPipeCrossProcess_Flag |
kSkipTiled_Flag |
kSkipScaledReplay_Flag;
#else
return 0;
#endif
}
private:
typedef skiagm::GM INHERITED;
};
//////////////////////////////////////////////////////////////////////////////
// This GM allocates more memory than Android devices are capable of fulfilling.
#ifndef SK_BUILD_FOR_ANDROID
static skiagm::GM* MyFactory(void*) { return new VeryLargeBitmapGM; }
static skiagm::GMRegistry reg(MyFactory);
#endif
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