xref: /aosp_15_r20/external/skia/gm/crbug_1174186.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2021 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #include "gm/gm.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkFloatBits.h"
13*c8dee2aaSAndroid Build Coastguard Worker 
14*c8dee2aaSAndroid Build Coastguard Worker // Outsetting of very thin, nearly line, quads for AA would go haywire and draw far outside of the
15*c8dee2aaSAndroid Build Coastguard Worker // quad. Artifacts seemed to occur more when coord values are large, hence the large GM size. At the
16*c8dee2aaSAndroid Build Coastguard Worker // time of GM creation this was fixed by dropping AA, which makes these quads practically never draw
17*c8dee2aaSAndroid Build Coastguard Worker // as it's very unlikely a pixel center would fall inside the geometry.
18*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(crbug_1174186, canvas, 1200, 1200) {
19*c8dee2aaSAndroid Build Coastguard Worker     auto m = SkMatrix::MakeAll(
20*c8dee2aaSAndroid Build Coastguard Worker             SkBits2Float(0x24480629), SkBits2Float(0xbf3555c2), SkBits2Float(0x4377d67b),
21*c8dee2aaSAndroid Build Coastguard Worker             SkBits2Float(0x23a61d51), SkBits2Float(0x3f34b400), SkBits2Float(0x4453f572),
22*c8dee2aaSAndroid Build Coastguard Worker             SkBits2Float(0x00000000), SkBits2Float(0x00000000), SkBits2Float(0x3f800000));
23*c8dee2aaSAndroid Build Coastguard Worker 
24*c8dee2aaSAndroid Build Coastguard Worker     SkPoint pts[] = {{SkBits2Float(0x3f7ffff2), SkBits2Float(0x43483d60)},
25*c8dee2aaSAndroid Build Coastguard Worker                      {SkBits2Float(0x00000000), SkBits2Float(0x43483d60)},
26*c8dee2aaSAndroid Build Coastguard Worker                      {SkBits2Float(0x00000000), SkBits2Float(0x4311a628)},
27*c8dee2aaSAndroid Build Coastguard Worker                      {SkBits2Float(0x3f800000), SkBits2Float(0x43130f8c)}};
28*c8dee2aaSAndroid Build Coastguard Worker     SkColor color = SK_ColorGREEN;
29*c8dee2aaSAndroid Build Coastguard Worker     canvas->translate(-500, 0);
30*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < 10; ++i) {
31*c8dee2aaSAndroid Build Coastguard Worker         for (int flags = 0; flags < static_cast<int>(SkCanvas::kAll_QuadAAFlags); ++flags) {
32*c8dee2aaSAndroid Build Coastguard Worker             SkCanvas::QuadAAFlags aaFlags = static_cast<SkCanvas::QuadAAFlags>(flags);
33*c8dee2aaSAndroid Build Coastguard Worker             canvas->save();
34*c8dee2aaSAndroid Build Coastguard Worker             canvas->concat(m);
35*c8dee2aaSAndroid Build Coastguard Worker             canvas->experimental_DrawEdgeAAQuad(SkRect::MakeWH(1000, 1000), pts, aaFlags, color,
36*c8dee2aaSAndroid Build Coastguard Worker                                                 SkBlendMode::kSrcOver);
37*c8dee2aaSAndroid Build Coastguard Worker             canvas->restore();
38*c8dee2aaSAndroid Build Coastguard Worker             canvas->translate(5.1f, 0);
39*c8dee2aaSAndroid Build Coastguard Worker             SkColor rgb = color & 0x00FFFFFF;
40*c8dee2aaSAndroid Build Coastguard Worker             color = 0xFF000000 | (rgb << 4) | (rgb >> 20);
41*c8dee2aaSAndroid Build Coastguard Worker         }
42*c8dee2aaSAndroid Build Coastguard Worker     }
43*c8dee2aaSAndroid Build Coastguard Worker }
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