1 /* 2 * Copyright 2012 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 #include "SkShader.h" 11 #include "SkBlurMaskFilter.h" 12 13 namespace skiagm { 14 15 /** 16 * Stress test the GPU samplers by rendering a textured glyph with a mask and 17 * an AA clip 18 */ 19 class SamplerStressGM : public GM { 20 public: 21 SamplerStressGM() 22 : fTextureCreated(false) 23 , fShader(NULL) 24 , fMaskFilter(NULL) { 25 } 26 27 virtual ~SamplerStressGM() { 28 } 29 30 protected: 31 virtual uint32_t onGetFlags() const SK_OVERRIDE { 32 return kSkipTiled_Flag; 33 } 34 35 virtual SkString onShortName() { 36 return SkString("gpusamplerstress"); 37 } 38 39 virtual SkISize onISize() { 40 return SkISize::Make(640, 480); 41 } 42 43 /** 44 * Create a red & green stripes on black texture 45 */ 46 void createTexture() { 47 if (fTextureCreated) { 48 return; 49 } 50 51 static const int xSize = 16; 52 static const int ySize = 16; 53 54 fTexture.allocN32Pixels(xSize, ySize); 55 SkPMColor* addr = fTexture.getAddr32(0, 0); 56 57 for (int y = 0; y < ySize; ++y) { 58 for (int x = 0; x < xSize; ++x) { 59 addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorBLACK); 60 61 if ((y % 5) == 0) { 62 addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorRED); 63 } 64 if ((x % 7) == 0) { 65 addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorGREEN); 66 } 67 } 68 } 69 70 fTextureCreated = true; 71 } 72 73 void createShader() { 74 if (fShader.get()) { 75 return; 76 } 77 78 createTexture(); 79 80 fShader.reset(SkShader::CreateBitmapShader(fTexture, 81 SkShader::kRepeat_TileMode, 82 SkShader::kRepeat_TileMode)); 83 } 84 85 void createMaskFilter() { 86 if (fMaskFilter.get()) { 87 return; 88 } 89 90 const SkScalar sigma = 1; 91 fMaskFilter.reset(SkBlurMaskFilter::Create(kNormal_SkBlurStyle, sigma)); 92 } 93 94 virtual void onDraw(SkCanvas* canvas) { 95 96 createShader(); 97 createMaskFilter(); 98 99 canvas->save(); 100 101 // draw a letter "M" with a green & red striped texture and a 102 // stipple mask with a round rect soft clip 103 SkPaint paint; 104 paint.setAntiAlias(true); 105 paint.setTextSize(72); 106 paint.setShader(fShader.get()); 107 paint.setMaskFilter(fMaskFilter.get()); 108 109 SkRect temp; 110 temp.set(SkIntToScalar(115), 111 SkIntToScalar(75), 112 SkIntToScalar(144), 113 SkIntToScalar(110)); 114 115 SkPath path; 116 path.addRoundRect(temp, SkIntToScalar(5), SkIntToScalar(5)); 117 118 canvas->clipPath(path, SkRegion::kReplace_Op, true); // AA is on 119 120 canvas->drawText("M", 1, 121 SkIntToScalar(100), SkIntToScalar(100), 122 paint); 123 124 canvas->restore(); 125 126 // Now draw stroked versions of the "M" and the round rect so we can 127 // see what is going on 128 SkPaint paint2; 129 paint2.setColor(SK_ColorBLACK); 130 paint2.setAntiAlias(true); 131 paint2.setTextSize(72); 132 paint2.setStyle(SkPaint::kStroke_Style); 133 paint2.setStrokeWidth(1); 134 canvas->drawText("M", 1, 135 SkIntToScalar(100), SkIntToScalar(100), 136 paint2); 137 138 paint2.setColor(SK_ColorGRAY); 139 140 canvas->drawPath(path, paint2); 141 } 142 143 private: 144 SkBitmap fTexture; 145 bool fTextureCreated; 146 SkAutoTUnref<SkShader> fShader; 147 SkAutoTUnref<SkMaskFilter> fMaskFilter; 148 149 typedef GM INHERITED; 150 }; 151 152 ////////////////////////////////////////////////////////////////////////////// 153 154 static GM* MyFactory(void*) { return new SamplerStressGM; } 155 static GMRegistry reg(MyFactory); 156 157 } 158