blob: 7713956bc788a20b818c56057ccece623127f40d [file] [log] [blame]
/*
* Copyright 2024 Google LLC
*
* 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/SkAlphaType.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColor.h"
#include "include/core/SkColorType.h"
#include "include/core/SkImage.h"
#include "include/core/SkImageInfo.h"
#include "include/core/SkPoint.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkSamplingOptions.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkGradientShader.h"
#include "include/effects/SkRuntimeEffect.h"
sk_sp<SkBlender> stretch_colors_blender() {
return SkRuntimeEffect::MakeForBlender(SkString(
"half4 main(half4 src, half4 dst) { return ((dst.rgb - 0.25) * 16).rgb1; }"))
.effect->makeBlender(nullptr);
}
DEF_SIMPLE_GM_CAN_FAIL(image_dither, canvas, errorMsg, 425, 110) {
if (!canvas->getSurface()) {
// This GM relies on a high-precision (F16) image to determine if image draws are dithered.
// Serializing configs will tend to throw away that data (compressing to PNG), so they will
// produce different results before/after serialization (and thus fail).
*errorMsg = "Not supported in recording mode";
return skiagm::DrawResult::kSkip;
}
// First, we make a non-dithered image with a shallow radial gradient. This will be our source:
const SkColor colors[] = { 0xFF555555, 0xFF444444 };
const SkPoint points[] = {{0, 0}, {100, 100}};
sk_sp<SkShader> gradient = SkGradientShader::MakeLinear(
points, colors, nullptr, std::size(colors), SkTileMode::kClamp);
SkPaint gradientPaint;
gradientPaint.setShader(gradient);
sk_sp<SkSurface> surface = SkSurfaces::Raster(
SkImageInfo::Make(100, 100, kRGBA_F16_SkColorType, kPremul_SkAlphaType));
surface->getCanvas()->drawPaint(gradientPaint);
sk_sp<SkImage> image = surface->makeImageSnapshot();
// Now, we draw it three times:
// 1) As-is (no dither), to ensure that our source image doesn't have any dithering included
// 2) Using an image shader, with dithering enabled on the paint
// 3) With drawImage, with dithering enabled on the paint
//
// We'd like #2 and #3 to both respect the dither flag, for consistency (b/320529640)
canvas->translate(5, 5);
canvas->drawImage(image, 0, 0);
canvas->translate(105, 0);
SkPaint imageShaderPaint;
imageShaderPaint.setShader(image->makeShader(SkSamplingOptions{}));
imageShaderPaint.setDither(true);
canvas->drawRect({0, 0, 100, 100}, imageShaderPaint);
canvas->translate(105, 0);
SkPaint drawImagePaint;
drawImagePaint.setDither(true);
canvas->drawImage(image, 0, 0, SkSamplingOptions{}, &drawImagePaint);
canvas->translate(105, 0);
// Also draw the actual gradient with the dither flag, to see how it should look:
gradientPaint.setDither(true);
canvas->drawRect({0, 0, 100, 100}, gradientPaint);
SkPaint colorStretchPaint;
colorStretchPaint.setBlender(stretch_colors_blender());
canvas->drawPaint(colorStretchPaint);
return skiagm::DrawResult::kOk;
}