|  | /* | 
|  | * Copyright 2012 Google Inc. | 
|  | * | 
|  | * Use of this source code is governed by a BSD-style license that can be | 
|  | * found in the LICENSE file. | 
|  | */ | 
|  |  | 
|  | #include "gm/gm.h" | 
|  | #include "include/core/SkBitmap.h" | 
|  | #include "include/core/SkBlurTypes.h" | 
|  | #include "include/core/SkCanvas.h" | 
|  | #include "include/core/SkColor.h" | 
|  | #include "include/core/SkFont.h" | 
|  | #include "include/core/SkMaskFilter.h" | 
|  | #include "include/core/SkPaint.h" | 
|  | #include "include/core/SkPath.h" | 
|  | #include "include/core/SkRRect.h" | 
|  | #include "include/core/SkRect.h" | 
|  | #include "include/core/SkRefCnt.h" | 
|  | #include "include/core/SkScalar.h" | 
|  | #include "include/core/SkShader.h" | 
|  | #include "include/core/SkSize.h" | 
|  | #include "include/core/SkString.h" | 
|  | #include "include/core/SkTileMode.h" | 
|  | #include "include/core/SkTypeface.h" | 
|  | #include "tools/ToolUtils.h" | 
|  | #include "tools/fonts/FontToolUtils.h" | 
|  |  | 
|  | namespace skiagm { | 
|  |  | 
|  | /** | 
|  | * Stress test the GPU samplers by rendering a textured glyph with a mask and | 
|  | * an AA clip | 
|  | */ | 
|  | class SamplerStressGM : public GM { | 
|  | public: | 
|  | SamplerStressGM() | 
|  | : fTextureCreated(false) | 
|  | , fMaskFilter(nullptr) { | 
|  | } | 
|  |  | 
|  | protected: | 
|  | SkString getName() const override { return SkString("gpusamplerstress"); } | 
|  |  | 
|  | SkISize getISize() override { return SkISize::Make(640, 480); } | 
|  |  | 
|  | /** | 
|  | * Create a red & green stripes on black texture | 
|  | */ | 
|  | void createTexture() { | 
|  | if (fTextureCreated) { | 
|  | return; | 
|  | } | 
|  |  | 
|  | constexpr int xSize = 16; | 
|  | constexpr int ySize = 16; | 
|  |  | 
|  | fTexture.allocN32Pixels(xSize, ySize); | 
|  | SkPMColor* addr = fTexture.getAddr32(0, 0); | 
|  |  | 
|  | for (int y = 0; y < ySize; ++y) { | 
|  | for (int x = 0; x < xSize; ++x) { | 
|  | addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorBLACK); | 
|  |  | 
|  | if ((y % 5) == 0) { | 
|  | addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorRED); | 
|  | } | 
|  | if ((x % 7) == 0) { | 
|  | addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorGREEN); | 
|  | } | 
|  | } | 
|  | } | 
|  |  | 
|  | fTextureCreated = true; | 
|  | } | 
|  |  | 
|  | void createShader() { | 
|  | if (fShader) { | 
|  | return; | 
|  | } | 
|  |  | 
|  | createTexture(); | 
|  |  | 
|  | fShader = fTexture.makeShader(SkTileMode::kRepeat, SkTileMode::kRepeat, | 
|  | SkSamplingOptions()); | 
|  | } | 
|  |  | 
|  | void createMaskFilter() { | 
|  | if (fMaskFilter) { | 
|  | return; | 
|  | } | 
|  |  | 
|  | const SkScalar sigma = 1; | 
|  | fMaskFilter = SkMaskFilter::MakeBlur(kNormal_SkBlurStyle, sigma); | 
|  | } | 
|  |  | 
|  | void onDraw(SkCanvas* canvas) override { | 
|  | createShader(); | 
|  | createMaskFilter(); | 
|  |  | 
|  | canvas->save(); | 
|  |  | 
|  | // draw a letter "M" with a green & red striped texture and a | 
|  | // stipple mask with a round rect soft clip | 
|  | SkPaint paint; | 
|  | paint.setAntiAlias(true); | 
|  | paint.setShader(fShader); | 
|  | paint.setMaskFilter(fMaskFilter); | 
|  | SkFont font(ToolUtils::DefaultPortableTypeface(), 72); | 
|  |  | 
|  | SkRect temp; | 
|  | temp.setLTRB(115, 75, 144, 110); | 
|  |  | 
|  | SkPath path = SkPath::RRect(SkRRect::MakeRectXY(temp, 5, 5)); | 
|  |  | 
|  | canvas->clipPath(path, true); // AA is on | 
|  |  | 
|  | canvas->drawString("M", 100.0f, 100.0f, font, paint); | 
|  |  | 
|  | canvas->restore(); | 
|  |  | 
|  | // Now draw stroked versions of the "M" and the round rect so we can | 
|  | // see what is going on | 
|  | SkPaint paint2; | 
|  | paint2.setColor(SK_ColorBLACK); | 
|  | paint2.setAntiAlias(true); | 
|  | paint2.setStyle(SkPaint::kStroke_Style); | 
|  | paint2.setStrokeWidth(1); | 
|  | canvas->drawString("M", 100.0f, 100.0f, font, paint2); | 
|  |  | 
|  | paint2.setColor(SK_ColorGRAY); | 
|  |  | 
|  | canvas->drawPath(path, paint2); | 
|  | } | 
|  |  | 
|  | private: | 
|  | SkBitmap        fTexture; | 
|  | bool            fTextureCreated; | 
|  | sk_sp<SkShader> fShader; | 
|  | sk_sp<SkMaskFilter> fMaskFilter; | 
|  |  | 
|  | using INHERITED = GM; | 
|  | }; | 
|  |  | 
|  | ////////////////////////////////////////////////////////////////////////////// | 
|  |  | 
|  | DEF_GM( return new SamplerStressGM; ) | 
|  |  | 
|  | }  // namespace skiagm |