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