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-rw-r--r--chromium/third_party/skia/gm/bleed.cpp282
1 files changed, 282 insertions, 0 deletions
diff --git a/chromium/third_party/skia/gm/bleed.cpp b/chromium/third_party/skia/gm/bleed.cpp
new file mode 100644
index 00000000000..99dba70d525
--- /dev/null
+++ b/chromium/third_party/skia/gm/bleed.cpp
@@ -0,0 +1,282 @@
+/*
+ * 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:
+ virtual uint32_t onGetFlags() const SK_OVERRIDE {
+ return kSkipTiled_Flag;
+ }
+
+ virtual SkString onShortName() SK_OVERRIDE {
+ return SkString("bleed");
+ }
+
+ virtual SkISize onISize() SK_OVERRIDE {
+ return SkISize::Make(kWidth, 780);
+ }
+
+ virtual 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();
+ }
+
+ virtual 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 (NULL != 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 (NULL != 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(); )