/* * 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 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 gradient = SkGradientShader::MakeLinear( points, colors, nullptr, std::size(colors), SkTileMode::kClamp); SkPaint gradientPaint; gradientPaint.setShader(gradient); sk_sp surface = SkSurfaces::Raster( SkImageInfo::Make(100, 100, kRGBA_F16_SkColorType, kPremul_SkAlphaType)); surface->getCanvas()->drawPaint(gradientPaint); sk_sp 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; }