126 lines
4.3 KiB
C++
126 lines
4.3 KiB
C++
/*
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* Copyright 2017 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm/gm.h"
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#include "include/core/SkBitmap.h"
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#include "include/core/SkBlurTypes.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkColor.h"
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#include "include/core/SkColorFilter.h"
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#include "include/core/SkImage.h"
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#include "include/core/SkImageInfo.h"
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#include "include/core/SkMaskFilter.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkShader.h"
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#include "tools/Resources.h"
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static SkBitmap make_alpha_image(int w, int h) {
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SkBitmap bm;
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bm.allocPixels(SkImageInfo::MakeA8(w, h));
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bm.eraseARGB(10, 0, 0 , 0);
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for (int y = 0; y < bm.height(); ++y) {
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for (int x = y; x < bm.width(); ++x) {
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*bm.getAddr8(x, y) = 0xFF;
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}
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}
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bm.setImmutable();
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return bm;
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}
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static sk_sp<SkColorFilter> make_color_filter() {
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float colorMatrix[20] = {
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1, 0, 0, 0, 0,
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0, 1, 0, 0, 0,
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0, 0, 0.5, 0.5, 0,
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0, 0, 0.5, 0.5, 0}; // mix G and A.
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return SkColorFilters::Matrix(colorMatrix);
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}
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DEF_SIMPLE_GM(alpha_image, canvas, 256, 256) {
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auto image = make_alpha_image(96, 96).asImage();
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SkPaint paint;
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paint.setColorFilter(make_color_filter());
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paint.setMaskFilter(SkMaskFilter::MakeBlur(kNormal_SkBlurStyle, 10.0f));
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canvas->drawImage(image.get(), 16, 16, SkSamplingOptions(), &paint);
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paint.setColorFilter(nullptr);
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paint.setShader(SkShaders::Color(SK_ColorCYAN));
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canvas->drawImage(image.get(), 144, 16, SkSamplingOptions(), &paint);
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paint.setColorFilter(make_color_filter());
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canvas->drawImage(image.get(), 16, 144, SkSamplingOptions(), &paint);
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paint.setMaskFilter(nullptr);
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canvas->drawImage(image.get(), 144, 144, SkSamplingOptions(), &paint);
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}
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// Created to demonstrate skbug.com/10556 - GPU backend was failing to apply paint alpha to
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// alpha-only image shaders. The two boxes should look the same.
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DEF_SIMPLE_GM(alpha_image_alpha_tint, canvas, 152, 80) {
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canvas->clear(SK_ColorGRAY);
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SkBitmap bm;
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bm.allocPixels(SkImageInfo::MakeA8(64, 64));
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for (int y = 0; y < bm.height(); ++y) {
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for (int x = 0; x < bm.width(); ++x) {
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*bm.getAddr8(x, y) = y * 4;
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}
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}
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bm.setImmutable();
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auto image = bm.asImage();
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SkPaint paint;
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paint.setColor4f({ 0, 1, 0, 0.5f });
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canvas->translate(8, 8);
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canvas->drawImage(image.get(), 0, 0, SkSamplingOptions(), &paint);
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canvas->translate(72, 0);
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paint.setShader(image->makeShader(SkSamplingOptions()));
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canvas->drawRect({ 0, 0, 64, 64 }, paint);
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}
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#if defined(SK_SUPPORT_LEGACY_ALPHA_BITMAP_AS_COVERAGE)
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// For a long time, the CPU backend treated A8 bitmaps as coverage, rather than alpha. This was
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// inconsistent with the GPU backend (skbug.com/9692). When this was fixed, it altered behavior
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// for some Android apps (b/231400686). This GM verifies that our Android framework workaround
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// produces the old result (mandrill with a round-rect border).
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DEF_SIMPLE_GM(alpha_bitmap_is_coverage_ANDROID, canvas, 128, 128) {
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SkBitmap maskBitmap;
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maskBitmap.allocPixels(SkImageInfo::MakeA8(128, 128));
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{
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SkCanvas maskCanvas(maskBitmap);
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maskCanvas.clear(SK_ColorWHITE);
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SkPaint maskPaint;
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maskPaint.setAntiAlias(true);
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maskPaint.setColor(SK_ColorWHITE);
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maskPaint.setBlendMode(SkBlendMode::kClear);
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maskCanvas.drawRoundRect({0, 0, 128, 128}, 16, 16, maskPaint);
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}
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SkBitmap offscreenBitmap;
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offscreenBitmap.allocN32Pixels(128, 128);
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{
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SkCanvas offscreenCanvas(offscreenBitmap);
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offscreenCanvas.drawImage(GetResourceAsImage("images/mandrill_128.png"), 0, 0);
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SkPaint clearPaint;
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clearPaint.setAntiAlias(true);
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clearPaint.setBlendMode(SkBlendMode::kClear);
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// At tip-of-tree (or at any time on the GPU backend), this draw produces full coverage,
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// completely erasing the mandrill. With the workaround enabled, the alpha border is treated
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// as coverage, so we only apply kClear to those pixels, just erasing the outer border.
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offscreenCanvas.drawImage(maskBitmap.asImage(), 0, 0, SkSamplingOptions{}, &clearPaint);
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}
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canvas->drawImage(offscreenBitmap.asImage(), 0, 0);
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}
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#endif
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