1 /* 2 * Copyright 2013 Google Inc. 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7 8 #include "gm.h" 9 #include "SkCanvas.h" 10 11 #if SK_SUPPORT_GPU 12 #include "GrContext.h" 13 14 namespace skiagm { 15 extern GrContext* GetGr(); 16 }; 17 18 void GrContext::setMaxTextureSizeOverride(int maxTextureSizeOverride) { 19 fMaxTextureSizeOverride = maxTextureSizeOverride; 20 } 21 #endif 22 23 // Create a black&white checked texture with a 1-pixel red ring 24 // around the outside edge 25 static void make_red_ringed_bitmap(SkBitmap* result, int width, int height) { 26 SkASSERT(0 == width % 2 && 0 == width % 2); 27 28 result->setConfig(SkBitmap::kARGB_8888_Config, width, height); 29 result->allocPixels(); 30 SkAutoLockPixels lock(*result); 31 32 SkPMColor* scanline = result->getAddr32(0, 0); 33 for (int x = 0; x < width; ++x) { 34 scanline[x] = SK_ColorRED; 35 } 36 37 for (int y = 1; y < height/2; ++y) { 38 scanline = result->getAddr32(0, y); 39 scanline[0] = SK_ColorRED; 40 for (int x = 1; x < width/2; ++x) { 41 scanline[x] = SK_ColorBLACK; 42 } 43 for (int x = width/2; x < width-1; ++x) { 44 scanline[x] = SK_ColorWHITE; 45 } 46 scanline[width-1] = SK_ColorRED; 47 } 48 49 for (int y = height/2; y < height-1; ++y) { 50 scanline = result->getAddr32(0, y); 51 scanline[0] = SK_ColorRED; 52 for (int x = 1; x < width/2; ++x) { 53 scanline[x] = SK_ColorWHITE; 54 } 55 for (int x = width/2; x < width-1; ++x) { 56 scanline[x] = SK_ColorBLACK; 57 } 58 scanline[width-1] = SK_ColorRED; 59 } 60 61 scanline = result->getAddr32(0, height-1); 62 for (int x = 0; x < width; ++x) { 63 scanline[x] = SK_ColorRED; 64 } 65 result->setIsOpaque(true); 66 result->setImmutable(); 67 } 68 69 // This GM exercises the drawBitmapRectToRect "bleed" flag 70 class BleedGM : public skiagm::GM { 71 public: 72 BleedGM() {} 73 74 protected: 75 virtual SkString onShortName() SK_OVERRIDE { 76 return SkString("bleed"); 77 } 78 79 virtual SkISize onISize() SK_OVERRIDE { 80 return SkISize::Make(kWidth, kHeight); 81 } 82 83 virtual void onOnceBeforeDraw() SK_OVERRIDE { 84 make_red_ringed_bitmap(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize); 85 86 // To exercise the GPU's tiling path we need a texture 87 // too big for the GPU to handle in one go 88 make_red_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize); 89 } 90 91 virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE { 92 #if SK_SUPPORT_GPU 93 GrContext* ctx = skiagm::GetGr(); 94 int oldMaxTextureSize = 0; 95 if (NULL != ctx) { 96 // shrink the max texture size so all our textures can be reasonably sized 97 oldMaxTextureSize = ctx->getMaxTextureSize(); 98 ctx->setMaxTextureSizeOverride(kMaxTextureSize); 99 } 100 #endif 101 102 canvas->clear(SK_ColorGRAY); 103 104 SkPaint paint; 105 106 // Bleeding only comes into play when filtering 107 paint.setFilterBitmap(true); 108 109 // carve out the center of the small bitmap 110 SkRect src = SkRect::MakeXYWH(1, 1, 111 kSmallTextureSize-2, 112 kSmallTextureSize-2); 113 SkRect dst = SkRect::MakeXYWH(10, 10, 100, 100); 114 115 // first draw without bleeding 116 canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint); 117 118 // then draw with bleeding 119 dst = SkRect::MakeXYWH(120, 10, 100, 100); 120 canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint); 121 122 // Next test out the GPU's tiling of large textures 123 124 // first draw almost the whole thing 125 src = SkRect::MakeXYWH(1, 1, 126 SkIntToScalar(fBitmapBig.width()-2), 127 SkIntToScalar(fBitmapBig.height()-2)); 128 dst = SkRect::MakeXYWH(10, 120, 100, 100); 129 130 // first without bleeding 131 canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint); 132 133 // then with bleeding 134 dst = SkRect::MakeXYWH(120, 120, 100, 100); 135 canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint); 136 137 // next draw ~1/4 of the bitmap 138 src = SkRect::MakeXYWH(1, 1, 139 SkIntToScalar(fBitmapBig.width()/2-1), 140 SkIntToScalar(fBitmapBig.height()/2-1)); 141 dst = SkRect::MakeXYWH(10, 230, 100, 100); 142 143 // first without bleeding 144 canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint); 145 146 // then with bleeding 147 dst = SkRect::MakeXYWH(120, 230, 100, 100); 148 canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint); 149 150 #if SK_SUPPORT_GPU 151 if (NULL != ctx) { 152 ctx->setMaxTextureSizeOverride(oldMaxTextureSize); 153 } 154 #endif 155 } 156 157 private: 158 static const int kWidth = 230; 159 static const int kHeight = 340; 160 161 static const int kSmallTextureSize = 4; 162 static const int kMaxTextureSize = 32; 163 164 SkBitmap fBitmapSmall; 165 SkBitmap fBitmapBig; 166 167 typedef GM INHERITED; 168 }; 169 170 DEF_GM( return new BleedGM(); ) 171