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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 "SkBitmap.h"
#include "SkBitmapHeap.h"
#include "SkColor.h"
#include "SkFlattenable.h"
#include "SkWriteBuffer.h"
#include "SkPictureFlat.h"
#include "SkRefCnt.h"
#include "SkShader.h"
#include "Test.h"
struct SimpleFlatController : public SkFlatController {
SimpleFlatController() : SkFlatController() {}
~SimpleFlatController() { fAllocations.freeAll(); }
void* allocThrow(size_t bytes) override {
fAllocations.push(sk_malloc_throw(bytes));
return fAllocations.top();
}
void unalloc(void*) override { }
void setBitmapStorage(SkBitmapHeap* h) { this->setBitmapHeap(h); }
private:
SkTDArray<void*> fAllocations;
};
struct SkShaderTraits {
static void Flatten(SkWriteBuffer& buffer, const SkShader& shader) {
buffer.writeFlattenable(&shader);
}
};
typedef SkFlatDictionary<SkShader, SkShaderTraits> FlatDictionary;
class SkBitmapHeapTester {
public:
static int32_t GetRefCount(const SkBitmapHeapEntry* entry) {
return entry->fRefCount;
}
};
DEF_TEST(BitmapHeap, reporter) {
// Create a bitmap shader.
SkBitmap bm;
bm.allocN32Pixels(2, 2);
bm.eraseColor(SK_ColorRED);
uint32_t* pixel = bm.getAddr32(1,0);
*pixel = SK_ColorBLUE;
auto bitmapShader = SkShader::MakeBitmapShader(bm, SkShader::kRepeat_TileMode,
SkShader::kRepeat_TileMode);
// Flatten, storing it in the bitmap heap.
SkBitmapHeap heap(1, 1);
SimpleFlatController controller;
controller.setBitmapStorage(&heap);
FlatDictionary dictionary(&controller);
// Dictionary and heap start off empty.
REPORTER_ASSERT(reporter, heap.count() == 0);
REPORTER_ASSERT(reporter, dictionary.count() == 0);
heap.deferAddingOwners();
int index = dictionary.find(*bitmapShader);
heap.endAddingOwnersDeferral(true);
// The dictionary and heap should now each have one entry.
REPORTER_ASSERT(reporter, 1 == index);
REPORTER_ASSERT(reporter, heap.count() == 1);
REPORTER_ASSERT(reporter, dictionary.count() == 1);
// The bitmap entry's refcount should be 1, then 0 after release.
SkBitmapHeapEntry* entry = heap.getEntry(0);
REPORTER_ASSERT(reporter, SkBitmapHeapTester::GetRefCount(entry) == 1);
entry->releaseRef();
REPORTER_ASSERT(reporter, SkBitmapHeapTester::GetRefCount(entry) == 0);
// Now clear out the heap, after which it should be empty.
heap.freeMemoryIfPossible(~0U);
REPORTER_ASSERT(reporter, heap.count() == 0);
// Now attempt to flatten the shader again.
heap.deferAddingOwners();
index = dictionary.find(*bitmapShader);
heap.endAddingOwnersDeferral(false);
// The dictionary should report the same index since the new entry is identical.
// The bitmap heap should contain the bitmap, but with no references.
REPORTER_ASSERT(reporter, 1 == index);
REPORTER_ASSERT(reporter, heap.count() == 1);
REPORTER_ASSERT(reporter, SkBitmapHeapTester::GetRefCount(heap.getEntry(0)) == 0);
}
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