|  | /* | 
|  | * Copyright 2013 Google Inc. | 
|  | * | 
|  | * Use of this source code is governed by a BSD-style license that can be | 
|  | * found in the LICENSE file. | 
|  | */ | 
|  |  | 
|  | #include "gm.h" | 
|  | #include "SkBlurMask.h" | 
|  | #include "SkBlurMaskFilter.h" | 
|  | #include "SkCanvas.h" | 
|  |  | 
|  | #if SK_SUPPORT_GPU | 
|  | #include "GrContext.h" | 
|  | #endif | 
|  |  | 
|  | // Create a black&white checked texture with 2 1-pixel rings | 
|  | // around the outside edge. The inner ring is red and the outer ring is blue. | 
|  | static void make_ringed_bitmap(SkBitmap* result, int width, int height) { | 
|  | SkASSERT(0 == width % 2 && 0 == height % 2); | 
|  |  | 
|  | static const SkPMColor kRed = SkPreMultiplyColor(SK_ColorRED); | 
|  | static const SkPMColor kBlue = SkPreMultiplyColor(SK_ColorBLUE); | 
|  | static const SkPMColor kBlack = SkPreMultiplyColor(SK_ColorBLACK); | 
|  | static const SkPMColor kWhite = SkPreMultiplyColor(SK_ColorWHITE); | 
|  |  | 
|  | result->allocN32Pixels(width, height, true); | 
|  |  | 
|  | SkPMColor* scanline = result->getAddr32(0, 0); | 
|  | for (int x = 0; x < width; ++x) { | 
|  | scanline[x] = kBlue; | 
|  | } | 
|  | scanline = result->getAddr32(0, 1); | 
|  | scanline[0] = kBlue; | 
|  | for (int x = 1; x < width - 1; ++x) { | 
|  | scanline[x] = kRed; | 
|  | } | 
|  | scanline[width-1] = kBlue; | 
|  |  | 
|  | for (int y = 2; y < height/2; ++y) { | 
|  | scanline = result->getAddr32(0, y); | 
|  | scanline[0] = kBlue; | 
|  | scanline[1] = kRed; | 
|  | for (int x = 2; x < width/2; ++x) { | 
|  | scanline[x] = kBlack; | 
|  | } | 
|  | for (int x = width/2; x < width-2; ++x) { | 
|  | scanline[x] = kWhite; | 
|  | } | 
|  | scanline[width-2] = kRed; | 
|  | scanline[width-1] = kBlue; | 
|  | } | 
|  |  | 
|  | for (int y = height/2; y < height-2; ++y) { | 
|  | scanline = result->getAddr32(0, y); | 
|  | scanline[0] = kBlue; | 
|  | scanline[1] = kRed; | 
|  | for (int x = 2; x < width/2; ++x) { | 
|  | scanline[x] = kWhite; | 
|  | } | 
|  | for (int x = width/2; x < width-2; ++x) { | 
|  | scanline[x] = kBlack; | 
|  | } | 
|  | scanline[width-2] = kRed; | 
|  | scanline[width-1] = kBlue; | 
|  | } | 
|  |  | 
|  | scanline = result->getAddr32(0, height-2); | 
|  | scanline[0] = kBlue; | 
|  | for (int x = 1; x < width - 1; ++x) { | 
|  | scanline[x] = kRed; | 
|  | } | 
|  | scanline[width-1] = kBlue; | 
|  |  | 
|  | scanline = result->getAddr32(0, height-1); | 
|  | for (int x = 0; x < width; ++x) { | 
|  | scanline[x] = kBlue; | 
|  | } | 
|  | result->setImmutable(); | 
|  | } | 
|  |  | 
|  | // This GM exercises the drawBitmapRectToRect "bleed" flag | 
|  | class BleedGM : public skiagm::GM { | 
|  | public: | 
|  | BleedGM() {} | 
|  |  | 
|  | protected: | 
|  |  | 
|  | SkString onShortName() SK_OVERRIDE { | 
|  | return SkString("bleed"); | 
|  | } | 
|  |  | 
|  | SkISize onISize() SK_OVERRIDE { | 
|  | return SkISize::Make(kWidth, 780); | 
|  | } | 
|  |  | 
|  | void onOnceBeforeDraw() SK_OVERRIDE { | 
|  | make_ringed_bitmap(&fBitmapSmall, kSmallTextureSize, kSmallTextureSize); | 
|  |  | 
|  | // To exercise the GPU's tiling path we need a texture | 
|  | // too big for the GPU to handle in one go | 
|  | make_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize); | 
|  | } | 
|  |  | 
|  | // Draw only the center of the small bitmap | 
|  | void drawCase1(SkCanvas* canvas, int transX, int transY, | 
|  | SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) { | 
|  | SkRect src = SkRect::MakeXYWH(2, 2, | 
|  | SkIntToScalar(kSmallTextureSize-4), | 
|  | SkIntToScalar(kSmallTextureSize-4)); | 
|  | SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); | 
|  |  | 
|  | SkPaint paint; | 
|  | paint.setFilterLevel(filter); | 
|  |  | 
|  | canvas->save(); | 
|  | canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); | 
|  | canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags); | 
|  | canvas->restore(); | 
|  | } | 
|  |  | 
|  | // Draw almost all of the large bitmap | 
|  | void drawCase2(SkCanvas* canvas, int transX, int transY, | 
|  | SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) { | 
|  | SkRect src = SkRect::MakeXYWH(2, 2, | 
|  | SkIntToScalar(fBitmapBig.width()-4), | 
|  | SkIntToScalar(fBitmapBig.height()-4)); | 
|  | SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); | 
|  |  | 
|  | SkPaint paint; | 
|  | paint.setFilterLevel(filter); | 
|  |  | 
|  | canvas->save(); | 
|  | canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); | 
|  | canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags); | 
|  | canvas->restore(); | 
|  | } | 
|  |  | 
|  | // Draw ~1/4 of the large bitmap | 
|  | void drawCase3(SkCanvas* canvas, int transX, int transY, | 
|  | SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) { | 
|  | SkRect src = SkRect::MakeXYWH(2, 2, | 
|  | SkIntToScalar(fBitmapBig.width()/2-2), | 
|  | SkIntToScalar(fBitmapBig.height()/2-2)); | 
|  | SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); | 
|  |  | 
|  | SkPaint paint; | 
|  | paint.setFilterLevel(filter); | 
|  |  | 
|  | canvas->save(); | 
|  | canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); | 
|  | canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags); | 
|  | canvas->restore(); | 
|  | } | 
|  |  | 
|  | // Draw the center of the small bitmap with a mask filter | 
|  | void drawCase4(SkCanvas* canvas, int transX, int transY, | 
|  | SkCanvas::DrawBitmapRectFlags flags, SkPaint::FilterLevel filter) { | 
|  | SkRect src = SkRect::MakeXYWH(2, 2, | 
|  | SkIntToScalar(kSmallTextureSize-4), | 
|  | SkIntToScalar(kSmallTextureSize-4)); | 
|  | SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize)); | 
|  |  | 
|  | SkPaint paint; | 
|  | paint.setFilterLevel(filter); | 
|  | SkMaskFilter* mf = SkBlurMaskFilter::Create(kNormal_SkBlurStyle, | 
|  | SkBlurMask::ConvertRadiusToSigma(SkIntToScalar(3))); | 
|  | paint.setMaskFilter(mf)->unref(); | 
|  |  | 
|  | canvas->save(); | 
|  | canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY)); | 
|  | canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags); | 
|  | canvas->restore(); | 
|  | } | 
|  |  | 
|  | void onDraw(SkCanvas* canvas) SK_OVERRIDE { | 
|  |  | 
|  | canvas->clear(SK_ColorGRAY); | 
|  |  | 
|  | for (int m = 0; m < 2; ++m) { | 
|  | canvas->save(); | 
|  | if (m) { | 
|  | static const SkScalar kBottom = SkIntToScalar(kRow3Y + kBlockSize + kBlockSpacing); | 
|  | canvas->translate(0, kBottom); | 
|  | SkMatrix rotate; | 
|  | rotate.setRotate(15.f, 0, kBottom + kBlockSpacing); | 
|  | canvas->concat(rotate); | 
|  | canvas->scale(0.71f, 1.22f); | 
|  | } | 
|  |  | 
|  | // First draw a column with no bleeding, tiling, or filtering | 
|  | this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel); | 
|  | this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel); | 
|  | this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel); | 
|  | this->drawCase4(canvas, kCol0X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kNone_FilterLevel); | 
|  |  | 
|  | // Then draw a column with no bleeding or tiling but with low filtering | 
|  | this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel); | 
|  | this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel); | 
|  | this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel); | 
|  | this->drawCase4(canvas, kCol1X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel); | 
|  |  | 
|  | // Then draw a column with no bleeding or tiling but with high filtering | 
|  | this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel); | 
|  | this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel); | 
|  | this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel); | 
|  | this->drawCase4(canvas, kCol2X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel); | 
|  |  | 
|  | #if SK_SUPPORT_GPU | 
|  | GrContext* ctx = canvas->getGrContext(); | 
|  | int oldMaxTextureSize = 0; | 
|  | if (ctx) { | 
|  | // shrink the max texture size so all our textures can be reasonably sized | 
|  | oldMaxTextureSize = ctx->getMaxTextureSize(); | 
|  | ctx->setMaxTextureSizeOverride(kMaxTextureSize); | 
|  | } | 
|  | #endif | 
|  |  | 
|  | // Then draw a column with no bleeding but with tiling and low filtering | 
|  | this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel); | 
|  | this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel); | 
|  | this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel); | 
|  | this->drawCase4(canvas, kCol3X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel); | 
|  |  | 
|  | // Then draw a column with no bleeding but with tiling and high filtering | 
|  | this->drawCase1(canvas, kCol4X, kRow0Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel); | 
|  | this->drawCase2(canvas, kCol4X, kRow1Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel); | 
|  | this->drawCase3(canvas, kCol4X, kRow2Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel); | 
|  | this->drawCase4(canvas, kCol4X, kRow3Y, SkCanvas::kNone_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel); | 
|  |  | 
|  | // Then draw a column with bleeding, tiling, and low filtering | 
|  | this->drawCase1(canvas, kCol5X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel); | 
|  | this->drawCase2(canvas, kCol5X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel); | 
|  | this->drawCase3(canvas, kCol5X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel); | 
|  | this->drawCase4(canvas, kCol5X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kLow_FilterLevel); | 
|  |  | 
|  | // Finally draw a column with bleeding, tiling, and high filtering | 
|  | this->drawCase1(canvas, kCol6X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel); | 
|  | this->drawCase2(canvas, kCol6X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel); | 
|  | this->drawCase3(canvas, kCol6X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel); | 
|  | this->drawCase4(canvas, kCol6X, kRow3Y, SkCanvas::kBleed_DrawBitmapRectFlag, SkPaint::kHigh_FilterLevel); | 
|  |  | 
|  | #if SK_SUPPORT_GPU | 
|  | if (ctx) { | 
|  | ctx->setMaxTextureSizeOverride(oldMaxTextureSize); | 
|  | } | 
|  | #endif | 
|  | canvas->restore(); | 
|  | } | 
|  | } | 
|  |  | 
|  | private: | 
|  | static const int kBlockSize = 70; | 
|  | static const int kBlockSpacing = 5; | 
|  |  | 
|  | static const int kCol0X = kBlockSpacing; | 
|  | static const int kCol1X = 2*kBlockSpacing + kBlockSize; | 
|  | static const int kCol2X = 3*kBlockSpacing + 2*kBlockSize; | 
|  | static const int kCol3X = 4*kBlockSpacing + 3*kBlockSize; | 
|  | static const int kCol4X = 5*kBlockSpacing + 4*kBlockSize; | 
|  | static const int kCol5X = 6*kBlockSpacing + 5*kBlockSize; | 
|  | static const int kCol6X = 7*kBlockSpacing + 6*kBlockSize; | 
|  | static const int kWidth = 8*kBlockSpacing + 7*kBlockSize; | 
|  |  | 
|  | static const int kRow0Y = kBlockSpacing; | 
|  | static const int kRow1Y = 2*kBlockSpacing + kBlockSize; | 
|  | static const int kRow2Y = 3*kBlockSpacing + 2*kBlockSize; | 
|  | static const int kRow3Y = 4*kBlockSpacing + 3*kBlockSize; | 
|  |  | 
|  | static const int kSmallTextureSize = 6; | 
|  | static const int kMaxTextureSize = 32; | 
|  |  | 
|  | SkBitmap fBitmapSmall; | 
|  | SkBitmap fBitmapBig; | 
|  |  | 
|  | typedef GM INHERITED; | 
|  | }; | 
|  |  | 
|  | DEF_GM( return new BleedGM(); ) |