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/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkBitmapDevice.h"
#include "SkCanvas.h"
#include "SkConfig8888.h"
#include "Test.h"
#include "sk_tool_utils.h"
#if SK_SUPPORT_GPU
#include "GrContextFactory.h"
#include "SkGpuDevice.h"
#endif
static uint32_t pack_unpremul_rgba(SkColor c) {
uint32_t packed;
uint8_t* byte = reinterpret_cast<uint8_t*>(&packed);
byte[0] = SkColorGetR(c);
byte[1] = SkColorGetG(c);
byte[2] = SkColorGetB(c);
byte[3] = SkColorGetA(c);
return packed;
}
static uint32_t pack_unpremul_bgra(SkColor c) {
uint32_t packed;
uint8_t* byte = reinterpret_cast<uint8_t*>(&packed);
byte[0] = SkColorGetB(c);
byte[1] = SkColorGetG(c);
byte[2] = SkColorGetR(c);
byte[3] = SkColorGetA(c);
return packed;
}
typedef uint32_t (*PackUnpremulProc)(SkColor);
const struct {
SkColorType fColorType;
PackUnpremulProc fPackProc;
} gUnpremul[] = {
{ kRGBA_8888_SkColorType, pack_unpremul_rgba },
{ kBGRA_8888_SkColorType, pack_unpremul_bgra },
};
static void fillCanvas(SkCanvas* canvas, SkColorType colorType, PackUnpremulProc proc) {
// Don't strictly need a bitmap, but its a handy way to allocate the pixels
SkBitmap bmp;
bmp.allocN32Pixels(256, 256);
for (int a = 0; a < 256; ++a) {
uint32_t* pixels = bmp.getAddr32(0, a);
for (int r = 0; r < 256; ++r) {
pixels[r] = proc(SkColorSetARGB(a, r, 0, 0));
}
}
SkImageInfo info = bmp.info();
info.fColorType = colorType;
info.fAlphaType = kUnpremul_SkAlphaType;
canvas->writePixels(info, bmp.getPixels(), bmp.rowBytes(), 0, 0);
}
DEF_GPUTEST(PremulAlphaRoundTrip, reporter, factory) {
const SkImageInfo info = SkImageInfo::MakeN32Premul(256, 256);
for (int dtype = 0; dtype < 2; ++dtype) {
int glCtxTypeCnt = 1;
#if SK_SUPPORT_GPU
if (0 != dtype) {
glCtxTypeCnt = GrContextFactory::kGLContextTypeCnt;
}
#endif
for (int glCtxType = 0; glCtxType < glCtxTypeCnt; ++glCtxType) {
SkAutoTUnref<SkBaseDevice> device;
if (0 == dtype) {
device.reset(SkBitmapDevice::Create(info));
} else {
#if SK_SUPPORT_GPU
GrContextFactory::GLContextType type =
static_cast<GrContextFactory::GLContextType>(glCtxType);
if (!GrContextFactory::IsRenderingGLContext(type)) {
continue;
}
GrContext* context = factory->get(type);
if (NULL == context) {
continue;
}
device.reset(SkGpuDevice::Create(context, info, 0));
#else
continue;
#endif
}
SkCanvas canvas(device);
for (size_t upmaIdx = 0; upmaIdx < SK_ARRAY_COUNT(gUnpremul); ++upmaIdx) {
fillCanvas(&canvas, gUnpremul[upmaIdx].fColorType, gUnpremul[upmaIdx].fPackProc);
const SkImageInfo info = SkImageInfo::Make(256, 256, gUnpremul[upmaIdx].fColorType,
kUnpremul_SkAlphaType);
SkBitmap readBmp1;
readBmp1.allocPixels(info);
SkBitmap readBmp2;
readBmp2.allocPixels(info);
readBmp1.eraseColor(0);
readBmp2.eraseColor(0);
canvas.readPixels(&readBmp1, 0, 0);
sk_tool_utils::write_pixels(&canvas, readBmp1, 0, 0, gUnpremul[upmaIdx].fColorType,
kUnpremul_SkAlphaType);
canvas.readPixels(&readBmp2, 0, 0);
bool success = true;
for (int y = 0; y < 256 && success; ++y) {
const uint32_t* pixels1 = readBmp1.getAddr32(0, y);
const uint32_t* pixels2 = readBmp2.getAddr32(0, y);
for (int x = 0; x < 256 && success; ++x) {
// We see sporadic failures here. May help to see where it goes wrong.
if (pixels1[x] != pixels2[x]) {
SkDebugf("%x != %x, x = %d, y = %d\n", pixels1[x], pixels2[x], x, y);
}
REPORTER_ASSERT(reporter, success = pixels1[x] == pixels2[x]);
}
}
}
}
}
}
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