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 } 44