1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2012 Google Inc. 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/SkBitmap.h" 10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkBlurTypes.h" 11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h" 13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkFont.h" 14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMaskFilter.h" 15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h" 16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPath.h" 17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h" 18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h" 19*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkScalar.h" 20*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h" 21*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSize.h" 22*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h" 23*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTileMode.h" 24*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypeface.h" 25*c8dee2aaSAndroid Build Coastguard Worker #include "tools/ToolUtils.h" 26*c8dee2aaSAndroid Build Coastguard Worker #include "tools/fonts/FontToolUtils.h" 27*c8dee2aaSAndroid Build Coastguard Worker 28*c8dee2aaSAndroid Build Coastguard Worker namespace skiagm { 29*c8dee2aaSAndroid Build Coastguard Worker 30*c8dee2aaSAndroid Build Coastguard Worker /** 31*c8dee2aaSAndroid Build Coastguard Worker * Stress test the GPU samplers by rendering a textured glyph with a mask and 32*c8dee2aaSAndroid Build Coastguard Worker * an AA clip 33*c8dee2aaSAndroid Build Coastguard Worker */ 34*c8dee2aaSAndroid Build Coastguard Worker class SamplerStressGM : public GM { 35*c8dee2aaSAndroid Build Coastguard Worker public: SamplerStressGM()36*c8dee2aaSAndroid Build Coastguard Worker SamplerStressGM() 37*c8dee2aaSAndroid Build Coastguard Worker : fTextureCreated(false) 38*c8dee2aaSAndroid Build Coastguard Worker , fMaskFilter(nullptr) { 39*c8dee2aaSAndroid Build Coastguard Worker } 40*c8dee2aaSAndroid Build Coastguard Worker 41*c8dee2aaSAndroid Build Coastguard Worker protected: getName() const42*c8dee2aaSAndroid Build Coastguard Worker SkString getName() const override { return SkString("gpusamplerstress"); } 43*c8dee2aaSAndroid Build Coastguard Worker getISize()44*c8dee2aaSAndroid Build Coastguard Worker SkISize getISize() override { return SkISize::Make(640, 480); } 45*c8dee2aaSAndroid Build Coastguard Worker 46*c8dee2aaSAndroid Build Coastguard Worker /** 47*c8dee2aaSAndroid Build Coastguard Worker * Create a red & green stripes on black texture 48*c8dee2aaSAndroid Build Coastguard Worker */ createTexture()49*c8dee2aaSAndroid Build Coastguard Worker void createTexture() { 50*c8dee2aaSAndroid Build Coastguard Worker if (fTextureCreated) { 51*c8dee2aaSAndroid Build Coastguard Worker return; 52*c8dee2aaSAndroid Build Coastguard Worker } 53*c8dee2aaSAndroid Build Coastguard Worker 54*c8dee2aaSAndroid Build Coastguard Worker constexpr int xSize = 16; 55*c8dee2aaSAndroid Build Coastguard Worker constexpr int ySize = 16; 56*c8dee2aaSAndroid Build Coastguard Worker 57*c8dee2aaSAndroid Build Coastguard Worker fTexture.allocN32Pixels(xSize, ySize); 58*c8dee2aaSAndroid Build Coastguard Worker SkPMColor* addr = fTexture.getAddr32(0, 0); 59*c8dee2aaSAndroid Build Coastguard Worker 60*c8dee2aaSAndroid Build Coastguard Worker for (int y = 0; y < ySize; ++y) { 61*c8dee2aaSAndroid Build Coastguard Worker for (int x = 0; x < xSize; ++x) { 62*c8dee2aaSAndroid Build Coastguard Worker addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorBLACK); 63*c8dee2aaSAndroid Build Coastguard Worker 64*c8dee2aaSAndroid Build Coastguard Worker if ((y % 5) == 0) { 65*c8dee2aaSAndroid Build Coastguard Worker addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorRED); 66*c8dee2aaSAndroid Build Coastguard Worker } 67*c8dee2aaSAndroid Build Coastguard Worker if ((x % 7) == 0) { 68*c8dee2aaSAndroid Build Coastguard Worker addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorGREEN); 69*c8dee2aaSAndroid Build Coastguard Worker } 70*c8dee2aaSAndroid Build Coastguard Worker } 71*c8dee2aaSAndroid Build Coastguard Worker } 72*c8dee2aaSAndroid Build Coastguard Worker 73*c8dee2aaSAndroid Build Coastguard Worker fTextureCreated = true; 74*c8dee2aaSAndroid Build Coastguard Worker } 75*c8dee2aaSAndroid Build Coastguard Worker createShader()76*c8dee2aaSAndroid Build Coastguard Worker void createShader() { 77*c8dee2aaSAndroid Build Coastguard Worker if (fShader) { 78*c8dee2aaSAndroid Build Coastguard Worker return; 79*c8dee2aaSAndroid Build Coastguard Worker } 80*c8dee2aaSAndroid Build Coastguard Worker 81*c8dee2aaSAndroid Build Coastguard Worker createTexture(); 82*c8dee2aaSAndroid Build Coastguard Worker 83*c8dee2aaSAndroid Build Coastguard Worker fShader = fTexture.makeShader(SkTileMode::kRepeat, SkTileMode::kRepeat, 84*c8dee2aaSAndroid Build Coastguard Worker SkSamplingOptions()); 85*c8dee2aaSAndroid Build Coastguard Worker } 86*c8dee2aaSAndroid Build Coastguard Worker createMaskFilter()87*c8dee2aaSAndroid Build Coastguard Worker void createMaskFilter() { 88*c8dee2aaSAndroid Build Coastguard Worker if (fMaskFilter) { 89*c8dee2aaSAndroid Build Coastguard Worker return; 90*c8dee2aaSAndroid Build Coastguard Worker } 91*c8dee2aaSAndroid Build Coastguard Worker 92*c8dee2aaSAndroid Build Coastguard Worker const SkScalar sigma = 1; 93*c8dee2aaSAndroid Build Coastguard Worker fMaskFilter = SkMaskFilter::MakeBlur(kNormal_SkBlurStyle, sigma); 94*c8dee2aaSAndroid Build Coastguard Worker } 95*c8dee2aaSAndroid Build Coastguard Worker onDraw(SkCanvas * canvas)96*c8dee2aaSAndroid Build Coastguard Worker void onDraw(SkCanvas* canvas) override { 97*c8dee2aaSAndroid Build Coastguard Worker createShader(); 98*c8dee2aaSAndroid Build Coastguard Worker createMaskFilter(); 99*c8dee2aaSAndroid Build Coastguard Worker 100*c8dee2aaSAndroid Build Coastguard Worker canvas->save(); 101*c8dee2aaSAndroid Build Coastguard Worker 102*c8dee2aaSAndroid Build Coastguard Worker // draw a letter "M" with a green & red striped texture and a 103*c8dee2aaSAndroid Build Coastguard Worker // stipple mask with a round rect soft clip 104*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint; 105*c8dee2aaSAndroid Build Coastguard Worker paint.setAntiAlias(true); 106*c8dee2aaSAndroid Build Coastguard Worker paint.setShader(fShader); 107*c8dee2aaSAndroid Build Coastguard Worker paint.setMaskFilter(fMaskFilter); 108*c8dee2aaSAndroid Build Coastguard Worker SkFont font(ToolUtils::DefaultPortableTypeface(), 72); 109*c8dee2aaSAndroid Build Coastguard Worker 110*c8dee2aaSAndroid Build Coastguard Worker SkRect temp; 111*c8dee2aaSAndroid Build Coastguard Worker temp.setLTRB(115, 75, 144, 110); 112*c8dee2aaSAndroid Build Coastguard Worker 113*c8dee2aaSAndroid Build Coastguard Worker SkPath path; 114*c8dee2aaSAndroid Build Coastguard Worker path.addRoundRect(temp, SkIntToScalar(5), SkIntToScalar(5)); 115*c8dee2aaSAndroid Build Coastguard Worker 116*c8dee2aaSAndroid Build Coastguard Worker canvas->clipPath(path, true); // AA is on 117*c8dee2aaSAndroid Build Coastguard Worker 118*c8dee2aaSAndroid Build Coastguard Worker canvas->drawString("M", 100.0f, 100.0f, font, paint); 119*c8dee2aaSAndroid Build Coastguard Worker 120*c8dee2aaSAndroid Build Coastguard Worker canvas->restore(); 121*c8dee2aaSAndroid Build Coastguard Worker 122*c8dee2aaSAndroid Build Coastguard Worker // Now draw stroked versions of the "M" and the round rect so we can 123*c8dee2aaSAndroid Build Coastguard Worker // see what is going on 124*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint2; 125*c8dee2aaSAndroid Build Coastguard Worker paint2.setColor(SK_ColorBLACK); 126*c8dee2aaSAndroid Build Coastguard Worker paint2.setAntiAlias(true); 127*c8dee2aaSAndroid Build Coastguard Worker paint2.setStyle(SkPaint::kStroke_Style); 128*c8dee2aaSAndroid Build Coastguard Worker paint2.setStrokeWidth(1); 129*c8dee2aaSAndroid Build Coastguard Worker canvas->drawString("M", 100.0f, 100.0f, font, paint2); 130*c8dee2aaSAndroid Build Coastguard Worker 131*c8dee2aaSAndroid Build Coastguard Worker paint2.setColor(SK_ColorGRAY); 132*c8dee2aaSAndroid Build Coastguard Worker 133*c8dee2aaSAndroid Build Coastguard Worker canvas->drawPath(path, paint2); 134*c8dee2aaSAndroid Build Coastguard Worker } 135*c8dee2aaSAndroid Build Coastguard Worker 136*c8dee2aaSAndroid Build Coastguard Worker private: 137*c8dee2aaSAndroid Build Coastguard Worker SkBitmap fTexture; 138*c8dee2aaSAndroid Build Coastguard Worker bool fTextureCreated; 139*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> fShader; 140*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkMaskFilter> fMaskFilter; 141*c8dee2aaSAndroid Build Coastguard Worker 142*c8dee2aaSAndroid Build Coastguard Worker using INHERITED = GM; 143*c8dee2aaSAndroid Build Coastguard Worker }; 144*c8dee2aaSAndroid Build Coastguard Worker 145*c8dee2aaSAndroid Build Coastguard Worker ////////////////////////////////////////////////////////////////////////////// 146*c8dee2aaSAndroid Build Coastguard Worker 147*c8dee2aaSAndroid Build Coastguard Worker DEF_GM( return new SamplerStressGM; ) 148*c8dee2aaSAndroid Build Coastguard Worker 149*c8dee2aaSAndroid Build Coastguard Worker } // namespace skiagm 150