xref: /aosp_15_r20/external/skia/gm/crbug_1174354.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/SkPaint.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkGradientShader.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkImageFilters.h"
14*c8dee2aaSAndroid Build Coastguard Worker 
draw_bg_blur(SkCanvas * canvas,SkIRect rect,float sigma)15*c8dee2aaSAndroid Build Coastguard Worker static void draw_bg_blur(SkCanvas* canvas, SkIRect rect, float sigma) {
16*c8dee2aaSAndroid Build Coastguard Worker     // First create an intermediate layer that has an opaque area that we blur with transparency
17*c8dee2aaSAndroid Build Coastguard Worker     // all around it. We want to make sure the transparency doesn't affect the blur of the opaque
18*c8dee2aaSAndroid Build Coastguard Worker     // content.
19*c8dee2aaSAndroid Build Coastguard Worker     auto outsetRect = SkRect::Make(rect).makeOutset(10, 10);
20*c8dee2aaSAndroid Build Coastguard Worker     canvas->saveLayer(outsetRect, nullptr);
21*c8dee2aaSAndroid Build Coastguard Worker     SkColor colors[] = {SK_ColorRED, SK_ColorBLUE, SK_ColorGREEN};
22*c8dee2aaSAndroid Build Coastguard Worker     float cx = (rect.left() + rect.right() )/2.f;
23*c8dee2aaSAndroid Build Coastguard Worker     float cy = (rect.top()  + rect.bottom())/2.f;
24*c8dee2aaSAndroid Build Coastguard Worker     auto g = SkGradientShader::MakeSweep(cx,
25*c8dee2aaSAndroid Build Coastguard Worker                                          cy,
26*c8dee2aaSAndroid Build Coastguard Worker                                          colors,
27*c8dee2aaSAndroid Build Coastguard Worker                                          nullptr,
28*c8dee2aaSAndroid Build Coastguard Worker                                          3,
29*c8dee2aaSAndroid Build Coastguard Worker                                          SkTileMode::kMirror,
30*c8dee2aaSAndroid Build Coastguard Worker                                          0,
31*c8dee2aaSAndroid Build Coastguard Worker                                          45,
32*c8dee2aaSAndroid Build Coastguard Worker                                          0,
33*c8dee2aaSAndroid Build Coastguard Worker                                          nullptr);
34*c8dee2aaSAndroid Build Coastguard Worker     SkPaint paint;
35*c8dee2aaSAndroid Build Coastguard Worker     paint.setShader(std::move(g));
36*c8dee2aaSAndroid Build Coastguard Worker     canvas->drawRect(SkRect::Make(rect), paint);
37*c8dee2aaSAndroid Build Coastguard Worker     // Now do the bg-blur into another save-layer that should only read the opaque region.
38*c8dee2aaSAndroid Build Coastguard Worker     SkCanvas::SaveLayerRec rec;
39*c8dee2aaSAndroid Build Coastguard Worker     auto blur = SkImageFilters::Blur(sigma, sigma, SkTileMode::kClamp, nullptr, rect);
40*c8dee2aaSAndroid Build Coastguard Worker     rec.fBounds = &outsetRect;
41*c8dee2aaSAndroid Build Coastguard Worker     rec.fBackdrop = blur.get();
42*c8dee2aaSAndroid Build Coastguard Worker     canvas->saveLayer(rec);
43*c8dee2aaSAndroid Build Coastguard Worker     canvas->restore();
44*c8dee2aaSAndroid Build Coastguard Worker     canvas->restore();
45*c8dee2aaSAndroid Build Coastguard Worker }
46*c8dee2aaSAndroid Build Coastguard Worker 
47*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(crbug_1174354, canvas, 70, 250) {
48*c8dee2aaSAndroid Build Coastguard Worker     // The initial fix for crbug.com/1156805 had an issue where the border added to the downsampled
49*c8dee2aaSAndroid Build Coastguard Worker     // texture that was used as input to the blur could actually bring in transparency when there
50*c8dee2aaSAndroid Build Coastguard Worker     // wasn't any within the original src bounds. It was populated the border using a filtering draw
51*c8dee2aaSAndroid Build Coastguard Worker     // from the full res source that could read from outside the pixels surrounding the original src
52*c8dee2aaSAndroid Build Coastguard Worker     // bounds.
53*c8dee2aaSAndroid Build Coastguard Worker     draw_bg_blur(canvas, SkIRect::MakeXYWH(10,  10,  50, 50),  5);
54*c8dee2aaSAndroid Build Coastguard Worker     draw_bg_blur(canvas, SkIRect::MakeXYWH(10,  70,  50, 50), 15);
55*c8dee2aaSAndroid Build Coastguard Worker     draw_bg_blur(canvas, SkIRect::MakeXYWH(10, 130,  50, 50), 30);
56*c8dee2aaSAndroid Build Coastguard Worker     draw_bg_blur(canvas, SkIRect::MakeXYWH(10, 190, 50, 50),  70);
57*c8dee2aaSAndroid Build Coastguard Worker }
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