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