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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 "SkColorShader.h"
#include "SkGradientShader.h"
#include "SkShader.h"
#include "Test.h"
static void test_bitmap(skiatest::Reporter* reporter) {
SkBitmap bmp;
bmp.setConfig(SkBitmap::kARGB_8888_Config, 2, 2);
// test 1: bitmap without pixel data
SkShader* shader = SkShader::CreateBitmapShader(bmp,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
REPORTER_ASSERT(reporter, shader);
REPORTER_ASSERT(reporter, !shader->isOpaque());
shader->unref();
// From this point on, we have pixels
bmp.allocPixels();
// test 2: not opaque by default
shader = SkShader::CreateBitmapShader(bmp,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
REPORTER_ASSERT(reporter, shader);
REPORTER_ASSERT(reporter, !shader->isOpaque());
shader->unref();
// test 3: explicitly opaque
bmp.setAlphaType(kOpaque_SkAlphaType);
shader = SkShader::CreateBitmapShader(bmp,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
REPORTER_ASSERT(reporter, shader);
REPORTER_ASSERT(reporter, shader->isOpaque());
shader->unref();
// test 4: explicitly not opaque
bmp.setAlphaType(kPremul_SkAlphaType);
shader = SkShader::CreateBitmapShader(bmp,
SkShader::kClamp_TileMode, SkShader::kClamp_TileMode);
REPORTER_ASSERT(reporter, shader);
REPORTER_ASSERT(reporter, !shader->isOpaque());
shader->unref();
}
static void test_gradient(skiatest::Reporter* reporter)
{
SkPoint pts[2];
pts[0].iset(0, 0);
pts[1].iset(1, 0);
SkColor colors[2];
SkScalar pos[2] = {SkIntToScalar(0), SkIntToScalar(1)};
int count = 2;
SkShader::TileMode mode = SkShader::kClamp_TileMode;
// test 1: all opaque
colors[0] = SkColorSetARGB(0xFF, 0, 0, 0);
colors[1] = SkColorSetARGB(0xFF, 0, 0, 0);
SkShader* grad = SkGradientShader::CreateLinear(pts, colors, pos, count,
mode);
REPORTER_ASSERT(reporter, grad);
REPORTER_ASSERT(reporter, grad->isOpaque());
grad->unref();
// test 2: all 0 alpha
colors[0] = SkColorSetARGB(0, 0, 0, 0);
colors[1] = SkColorSetARGB(0, 0, 0, 0);
grad = SkGradientShader::CreateLinear(pts, colors, pos, count, mode);
REPORTER_ASSERT(reporter, grad);
REPORTER_ASSERT(reporter, !grad->isOpaque());
grad->unref();
// test 3: one opaque, one transparent
colors[0] = SkColorSetARGB(0xFF, 0, 0, 0);
colors[1] = SkColorSetARGB(0x40, 0, 0, 0);
grad = SkGradientShader::CreateLinear(pts, colors, pos, count, mode);
REPORTER_ASSERT(reporter, grad);
REPORTER_ASSERT(reporter, !grad->isOpaque());
grad->unref();
// test 4: test 3, swapped
colors[0] = SkColorSetARGB(0x40, 0, 0, 0);
colors[1] = SkColorSetARGB(0xFF, 0, 0, 0);
grad = SkGradientShader::CreateLinear(pts, colors, pos, count, mode);
REPORTER_ASSERT(reporter, grad);
REPORTER_ASSERT(reporter, !grad->isOpaque());
grad->unref();
}
static void test_color(skiatest::Reporter* reporter)
{
SkColorShader colorShader1(SkColorSetARGB(0,0,0,0));
REPORTER_ASSERT(reporter, !colorShader1.isOpaque());
SkColorShader colorShader2(SkColorSetARGB(0xFF,0,0,0));
REPORTER_ASSERT(reporter, colorShader2.isOpaque());
SkColorShader colorShader3(SkColorSetARGB(0x7F,0,0,0));
REPORTER_ASSERT(reporter, !colorShader3.isOpaque());
// with inherrited color, shader must declare itself as opaque,
// since lack of opacity will depend solely on the paint
SkColorShader colorShader4;
REPORTER_ASSERT(reporter, colorShader4.isOpaque());
}
DEF_TEST(ShaderOpacity, reporter) {
test_gradient(reporter);
test_color(reporter);
test_bitmap(reporter);
}
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