1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2013 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/SkBlendMode.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorFilter.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkMatrix.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPaint.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkPoint.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkScalar.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkShader.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSize.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkString.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTileMode.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkVertices.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkGradientShader.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "include/effects/SkRuntimeEffect.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTDArray.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkRandom.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkVerticesPriv.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "src/shaders/SkLocalMatrixShader.h"
30*c8dee2aaSAndroid Build Coastguard Worker #include "src/utils/SkPatchUtils.h"
31*c8dee2aaSAndroid Build Coastguard Worker #include "tools/DecodeUtils.h"
32*c8dee2aaSAndroid Build Coastguard Worker #include "tools/Resources.h"
33*c8dee2aaSAndroid Build Coastguard Worker #include "tools/ToolUtils.h"
34*c8dee2aaSAndroid Build Coastguard Worker
35*c8dee2aaSAndroid Build Coastguard Worker #include <initializer_list>
36*c8dee2aaSAndroid Build Coastguard Worker #include <utility>
37*c8dee2aaSAndroid Build Coastguard Worker
38*c8dee2aaSAndroid Build Coastguard Worker static constexpr SkScalar kShaderSize = 40;
make_shader1(SkScalar shaderScale)39*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkShader> make_shader1(SkScalar shaderScale) {
40*c8dee2aaSAndroid Build Coastguard Worker const SkColor colors[] = {
41*c8dee2aaSAndroid Build Coastguard Worker SK_ColorRED, SK_ColorCYAN, SK_ColorGREEN, SK_ColorWHITE,
42*c8dee2aaSAndroid Build Coastguard Worker SK_ColorMAGENTA, SK_ColorBLUE, SK_ColorYELLOW,
43*c8dee2aaSAndroid Build Coastguard Worker };
44*c8dee2aaSAndroid Build Coastguard Worker const SkPoint pts[] = {{kShaderSize / 4, 0}, {3 * kShaderSize / 4, kShaderSize}};
45*c8dee2aaSAndroid Build Coastguard Worker const SkMatrix localMatrix = SkMatrix::Scale(shaderScale, shaderScale);
46*c8dee2aaSAndroid Build Coastguard Worker
47*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> grad = SkGradientShader::MakeLinear(pts, colors, nullptr,
48*c8dee2aaSAndroid Build Coastguard Worker std::size(colors),
49*c8dee2aaSAndroid Build Coastguard Worker SkTileMode::kMirror, 0,
50*c8dee2aaSAndroid Build Coastguard Worker &localMatrix);
51*c8dee2aaSAndroid Build Coastguard Worker // Throw in a couple of local matrix wrappers for good measure.
52*c8dee2aaSAndroid Build Coastguard Worker return shaderScale == 1 ? grad
53*c8dee2aaSAndroid Build Coastguard Worker : grad->makeWithLocalMatrix(SkMatrix::Translate(-10, 0))
54*c8dee2aaSAndroid Build Coastguard Worker ->makeWithLocalMatrix(SkMatrix::Translate(10, 0));
55*c8dee2aaSAndroid Build Coastguard Worker }
56*c8dee2aaSAndroid Build Coastguard Worker
make_shader2()57*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkShader> make_shader2() {
58*c8dee2aaSAndroid Build Coastguard Worker return SkShaders::Color(SK_ColorBLUE);
59*c8dee2aaSAndroid Build Coastguard Worker }
60*c8dee2aaSAndroid Build Coastguard Worker
make_color_filter()61*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<SkColorFilter> make_color_filter() {
62*c8dee2aaSAndroid Build Coastguard Worker return SkColorFilters::Blend(0xFFAABBCC, SkBlendMode::kDarken);
63*c8dee2aaSAndroid Build Coastguard Worker }
64*c8dee2aaSAndroid Build Coastguard Worker
65*c8dee2aaSAndroid Build Coastguard Worker static constexpr SkScalar kMeshSize = 30;
66*c8dee2aaSAndroid Build Coastguard Worker
67*c8dee2aaSAndroid Build Coastguard Worker // start with the center of a 3x3 grid of vertices.
68*c8dee2aaSAndroid Build Coastguard Worker static constexpr uint16_t kMeshFan[] = {
69*c8dee2aaSAndroid Build Coastguard Worker 4,
70*c8dee2aaSAndroid Build Coastguard Worker 0, 1, 2, 5, 8, 7, 6, 3, 0
71*c8dee2aaSAndroid Build Coastguard Worker };
72*c8dee2aaSAndroid Build Coastguard Worker
73*c8dee2aaSAndroid Build Coastguard Worker static const int kMeshIndexCnt = (int)std::size(kMeshFan);
74*c8dee2aaSAndroid Build Coastguard Worker static const int kMeshVertexCnt = 9;
75*c8dee2aaSAndroid Build Coastguard Worker
fill_mesh(SkPoint pts[kMeshVertexCnt],SkPoint texs[kMeshVertexCnt],SkColor colors[kMeshVertexCnt],SkScalar shaderScale)76*c8dee2aaSAndroid Build Coastguard Worker static void fill_mesh(SkPoint pts[kMeshVertexCnt], SkPoint texs[kMeshVertexCnt],
77*c8dee2aaSAndroid Build Coastguard Worker SkColor colors[kMeshVertexCnt], SkScalar shaderScale) {
78*c8dee2aaSAndroid Build Coastguard Worker pts[0].set(0, 0);
79*c8dee2aaSAndroid Build Coastguard Worker pts[1].set(kMeshSize / 2, 3);
80*c8dee2aaSAndroid Build Coastguard Worker pts[2].set(kMeshSize, 0);
81*c8dee2aaSAndroid Build Coastguard Worker pts[3].set(3, kMeshSize / 2);
82*c8dee2aaSAndroid Build Coastguard Worker pts[4].set(kMeshSize / 2, kMeshSize / 2);
83*c8dee2aaSAndroid Build Coastguard Worker pts[5].set(kMeshSize - 3, kMeshSize / 2);
84*c8dee2aaSAndroid Build Coastguard Worker pts[6].set(0, kMeshSize);
85*c8dee2aaSAndroid Build Coastguard Worker pts[7].set(kMeshSize / 2, kMeshSize - 3);
86*c8dee2aaSAndroid Build Coastguard Worker pts[8].set(kMeshSize, kMeshSize);
87*c8dee2aaSAndroid Build Coastguard Worker
88*c8dee2aaSAndroid Build Coastguard Worker const auto shaderSize = kShaderSize * shaderScale;
89*c8dee2aaSAndroid Build Coastguard Worker texs[0].set(0, 0);
90*c8dee2aaSAndroid Build Coastguard Worker texs[1].set(shaderSize / 2, 0);
91*c8dee2aaSAndroid Build Coastguard Worker texs[2].set(shaderSize, 0);
92*c8dee2aaSAndroid Build Coastguard Worker texs[3].set(0, shaderSize / 2);
93*c8dee2aaSAndroid Build Coastguard Worker texs[4].set(shaderSize / 2, shaderSize / 2);
94*c8dee2aaSAndroid Build Coastguard Worker texs[5].set(shaderSize, shaderSize / 2);
95*c8dee2aaSAndroid Build Coastguard Worker texs[6].set(0, shaderSize);
96*c8dee2aaSAndroid Build Coastguard Worker texs[7].set(shaderSize / 2, shaderSize);
97*c8dee2aaSAndroid Build Coastguard Worker texs[8].set(shaderSize, shaderSize);
98*c8dee2aaSAndroid Build Coastguard Worker
99*c8dee2aaSAndroid Build Coastguard Worker SkRandom rand;
100*c8dee2aaSAndroid Build Coastguard Worker for (size_t i = 0; i < kMeshVertexCnt; ++i) {
101*c8dee2aaSAndroid Build Coastguard Worker colors[i] = rand.nextU() | 0xFF000000;
102*c8dee2aaSAndroid Build Coastguard Worker }
103*c8dee2aaSAndroid Build Coastguard Worker }
104*c8dee2aaSAndroid Build Coastguard Worker
105*c8dee2aaSAndroid Build Coastguard Worker class VerticesGM : public skiagm::GM {
106*c8dee2aaSAndroid Build Coastguard Worker SkPoint fPts[kMeshVertexCnt];
107*c8dee2aaSAndroid Build Coastguard Worker SkPoint fTexs[kMeshVertexCnt];
108*c8dee2aaSAndroid Build Coastguard Worker SkColor fColors[kMeshVertexCnt];
109*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> fShader1;
110*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> fShader2;
111*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkColorFilter> fColorFilter;
112*c8dee2aaSAndroid Build Coastguard Worker SkScalar fShaderScale;
113*c8dee2aaSAndroid Build Coastguard Worker
114*c8dee2aaSAndroid Build Coastguard Worker public:
VerticesGM(SkScalar shaderScale)115*c8dee2aaSAndroid Build Coastguard Worker VerticesGM(SkScalar shaderScale) : fShaderScale(shaderScale) {}
116*c8dee2aaSAndroid Build Coastguard Worker
117*c8dee2aaSAndroid Build Coastguard Worker protected:
118*c8dee2aaSAndroid Build Coastguard Worker
onOnceBeforeDraw()119*c8dee2aaSAndroid Build Coastguard Worker void onOnceBeforeDraw() override {
120*c8dee2aaSAndroid Build Coastguard Worker fill_mesh(fPts, fTexs, fColors, fShaderScale);
121*c8dee2aaSAndroid Build Coastguard Worker fShader1 = make_shader1(fShaderScale);
122*c8dee2aaSAndroid Build Coastguard Worker fShader2 = make_shader2();
123*c8dee2aaSAndroid Build Coastguard Worker fColorFilter = make_color_filter();
124*c8dee2aaSAndroid Build Coastguard Worker }
125*c8dee2aaSAndroid Build Coastguard Worker
getName() const126*c8dee2aaSAndroid Build Coastguard Worker SkString getName() const override {
127*c8dee2aaSAndroid Build Coastguard Worker SkString name("vertices");
128*c8dee2aaSAndroid Build Coastguard Worker if (fShaderScale != 1) {
129*c8dee2aaSAndroid Build Coastguard Worker name.append("_scaled_shader");
130*c8dee2aaSAndroid Build Coastguard Worker }
131*c8dee2aaSAndroid Build Coastguard Worker return name;
132*c8dee2aaSAndroid Build Coastguard Worker }
133*c8dee2aaSAndroid Build Coastguard Worker
getISize()134*c8dee2aaSAndroid Build Coastguard Worker SkISize getISize() override { return SkISize::Make(975, 1175); }
135*c8dee2aaSAndroid Build Coastguard Worker
onDraw(SkCanvas * canvas)136*c8dee2aaSAndroid Build Coastguard Worker void onDraw(SkCanvas* canvas) override {
137*c8dee2aaSAndroid Build Coastguard Worker const SkBlendMode modes[] = {
138*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kClear,
139*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kSrc,
140*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kDst,
141*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kSrcOver,
142*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kDstOver,
143*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kSrcIn,
144*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kDstIn,
145*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kSrcOut,
146*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kDstOut,
147*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kSrcATop,
148*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kDstATop,
149*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kXor,
150*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kPlus,
151*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kModulate,
152*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kScreen,
153*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kOverlay,
154*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kDarken,
155*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kLighten,
156*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kColorDodge,
157*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kColorBurn,
158*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kHardLight,
159*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kSoftLight,
160*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kDifference,
161*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kExclusion,
162*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kMultiply,
163*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kHue,
164*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kSaturation,
165*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kColor,
166*c8dee2aaSAndroid Build Coastguard Worker SkBlendMode::kLuminosity,
167*c8dee2aaSAndroid Build Coastguard Worker };
168*c8dee2aaSAndroid Build Coastguard Worker
169*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
170*c8dee2aaSAndroid Build Coastguard Worker
171*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(4, 4);
172*c8dee2aaSAndroid Build Coastguard Worker for (auto mode : modes) {
173*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
174*c8dee2aaSAndroid Build Coastguard Worker for (float alpha : {1.0f, 0.5f}) {
175*c8dee2aaSAndroid Build Coastguard Worker for (const auto& cf : {sk_sp<SkColorFilter>(nullptr), fColorFilter}) {
176*c8dee2aaSAndroid Build Coastguard Worker for (const auto& shader : {fShader1, fShader2}) {
177*c8dee2aaSAndroid Build Coastguard Worker static constexpr struct {
178*c8dee2aaSAndroid Build Coastguard Worker bool fHasColors;
179*c8dee2aaSAndroid Build Coastguard Worker bool fHasTexs;
180*c8dee2aaSAndroid Build Coastguard Worker } kAttrs[] = {{true, false}, {false, true}, {true, true}};
181*c8dee2aaSAndroid Build Coastguard Worker for (auto attrs : kAttrs) {
182*c8dee2aaSAndroid Build Coastguard Worker paint.setShader(shader);
183*c8dee2aaSAndroid Build Coastguard Worker paint.setColorFilter(cf);
184*c8dee2aaSAndroid Build Coastguard Worker paint.setAlphaf(alpha);
185*c8dee2aaSAndroid Build Coastguard Worker
186*c8dee2aaSAndroid Build Coastguard Worker const SkColor* colors = attrs.fHasColors ? fColors : nullptr;
187*c8dee2aaSAndroid Build Coastguard Worker const SkPoint* texs = attrs.fHasTexs ? fTexs : nullptr;
188*c8dee2aaSAndroid Build Coastguard Worker auto v = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode,
189*c8dee2aaSAndroid Build Coastguard Worker kMeshVertexCnt, fPts, texs, colors,
190*c8dee2aaSAndroid Build Coastguard Worker kMeshIndexCnt, kMeshFan);
191*c8dee2aaSAndroid Build Coastguard Worker canvas->drawVertices(v, mode, paint);
192*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(40, 0);
193*c8dee2aaSAndroid Build Coastguard Worker }
194*c8dee2aaSAndroid Build Coastguard Worker }
195*c8dee2aaSAndroid Build Coastguard Worker }
196*c8dee2aaSAndroid Build Coastguard Worker }
197*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
198*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(0, 40);
199*c8dee2aaSAndroid Build Coastguard Worker }
200*c8dee2aaSAndroid Build Coastguard Worker }
201*c8dee2aaSAndroid Build Coastguard Worker
202*c8dee2aaSAndroid Build Coastguard Worker private:
203*c8dee2aaSAndroid Build Coastguard Worker using INHERITED = skiagm::GM;
204*c8dee2aaSAndroid Build Coastguard Worker };
205*c8dee2aaSAndroid Build Coastguard Worker
206*c8dee2aaSAndroid Build Coastguard Worker /////////////////////////////////////////////////////////////////////////////////////
207*c8dee2aaSAndroid Build Coastguard Worker
208*c8dee2aaSAndroid Build Coastguard Worker DEF_GM(return new VerticesGM(1);)
209*c8dee2aaSAndroid Build Coastguard Worker DEF_GM(return new VerticesGM(1 / kShaderSize);)
210*c8dee2aaSAndroid Build Coastguard Worker
draw_batching(SkCanvas * canvas)211*c8dee2aaSAndroid Build Coastguard Worker static void draw_batching(SkCanvas* canvas) {
212*c8dee2aaSAndroid Build Coastguard Worker // Triangle fans can't batch so we convert to regular triangles,
213*c8dee2aaSAndroid Build Coastguard Worker static constexpr int kNumTris = kMeshIndexCnt - 2;
214*c8dee2aaSAndroid Build Coastguard Worker SkVertices::Builder builder(SkVertices::kTriangles_VertexMode, kMeshVertexCnt, 3 * kNumTris,
215*c8dee2aaSAndroid Build Coastguard Worker SkVertices::kHasColors_BuilderFlag |
216*c8dee2aaSAndroid Build Coastguard Worker SkVertices::kHasTexCoords_BuilderFlag);
217*c8dee2aaSAndroid Build Coastguard Worker
218*c8dee2aaSAndroid Build Coastguard Worker SkPoint* pts = builder.positions();
219*c8dee2aaSAndroid Build Coastguard Worker SkPoint* texs = builder.texCoords();
220*c8dee2aaSAndroid Build Coastguard Worker SkColor* colors = builder.colors();
221*c8dee2aaSAndroid Build Coastguard Worker fill_mesh(pts, texs, colors, 1);
222*c8dee2aaSAndroid Build Coastguard Worker
223*c8dee2aaSAndroid Build Coastguard Worker SkTDArray<SkMatrix> matrices;
224*c8dee2aaSAndroid Build Coastguard Worker matrices.append()->reset();
225*c8dee2aaSAndroid Build Coastguard Worker matrices.append()->setTranslate(0, 40);
226*c8dee2aaSAndroid Build Coastguard Worker matrices.append()
227*c8dee2aaSAndroid Build Coastguard Worker ->setRotate(45, kMeshSize / 2, kMeshSize / 2)
228*c8dee2aaSAndroid Build Coastguard Worker .postScale(1.2f, .8f, kMeshSize / 2, kMeshSize / 2)
229*c8dee2aaSAndroid Build Coastguard Worker .postTranslate(0, 80);
230*c8dee2aaSAndroid Build Coastguard Worker
231*c8dee2aaSAndroid Build Coastguard Worker auto shader = make_shader1(1);
232*c8dee2aaSAndroid Build Coastguard Worker
233*c8dee2aaSAndroid Build Coastguard Worker uint16_t* indices = builder.indices();
234*c8dee2aaSAndroid Build Coastguard Worker for (size_t i = 0; i < kNumTris; ++i) {
235*c8dee2aaSAndroid Build Coastguard Worker indices[3 * i] = kMeshFan[0];
236*c8dee2aaSAndroid Build Coastguard Worker indices[3 * i + 1] = kMeshFan[i + 1];
237*c8dee2aaSAndroid Build Coastguard Worker indices[3 * i + 2] = kMeshFan[i + 2];
238*c8dee2aaSAndroid Build Coastguard Worker
239*c8dee2aaSAndroid Build Coastguard Worker }
240*c8dee2aaSAndroid Build Coastguard Worker
241*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
242*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(10, 10);
243*c8dee2aaSAndroid Build Coastguard Worker for (bool useShader : {false, true}) {
244*c8dee2aaSAndroid Build Coastguard Worker for (bool useTex : {false, true}) {
245*c8dee2aaSAndroid Build Coastguard Worker for (const auto& m : matrices) {
246*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
247*c8dee2aaSAndroid Build Coastguard Worker canvas->concat(m);
248*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
249*c8dee2aaSAndroid Build Coastguard Worker paint.setShader(useShader ? shader : nullptr);
250*c8dee2aaSAndroid Build Coastguard Worker paint.setColor(SK_ColorWHITE);
251*c8dee2aaSAndroid Build Coastguard Worker
252*c8dee2aaSAndroid Build Coastguard Worker const SkPoint* t = useTex ? texs : nullptr;
253*c8dee2aaSAndroid Build Coastguard Worker auto v = SkVertices::MakeCopy(SkVertices::kTriangles_VertexMode, kMeshVertexCnt,
254*c8dee2aaSAndroid Build Coastguard Worker pts, t, colors, kNumTris * 3, indices);
255*c8dee2aaSAndroid Build Coastguard Worker canvas->drawVertices(v, SkBlendMode::kModulate, paint);
256*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
257*c8dee2aaSAndroid Build Coastguard Worker }
258*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(0, 120);
259*c8dee2aaSAndroid Build Coastguard Worker }
260*c8dee2aaSAndroid Build Coastguard Worker }
261*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
262*c8dee2aaSAndroid Build Coastguard Worker }
263*c8dee2aaSAndroid Build Coastguard Worker
264*c8dee2aaSAndroid Build Coastguard Worker // This test exists to exercise batching in the gpu backend.
265*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(vertices_batching, canvas, 100, 500) {
266*c8dee2aaSAndroid Build Coastguard Worker draw_batching(canvas);
267*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(50, 0);
268*c8dee2aaSAndroid Build Coastguard Worker draw_batching(canvas);
269*c8dee2aaSAndroid Build Coastguard Worker }
270*c8dee2aaSAndroid Build Coastguard Worker
271*c8dee2aaSAndroid Build Coastguard Worker // Test case for skbug.com/10069. We need to draw the vertices twice (with different matrices) to
272*c8dee2aaSAndroid Build Coastguard Worker // trigger the bug.
273*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(vertices_perspective, canvas, 256, 256) {
274*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
275*c8dee2aaSAndroid Build Coastguard Worker paint.setShader(ToolUtils::create_checkerboard_shader(SK_ColorBLACK, SK_ColorWHITE, 32));
276*c8dee2aaSAndroid Build Coastguard Worker
277*c8dee2aaSAndroid Build Coastguard Worker SkRect r = SkRect::MakeWH(128, 128);
278*c8dee2aaSAndroid Build Coastguard Worker
279*c8dee2aaSAndroid Build Coastguard Worker SkPoint pos[4];
280*c8dee2aaSAndroid Build Coastguard Worker r.toQuad(pos);
281*c8dee2aaSAndroid Build Coastguard Worker auto verts = SkVertices::MakeCopy(SkVertices::kTriangleFan_VertexMode, 4, pos, pos, nullptr);
282*c8dee2aaSAndroid Build Coastguard Worker
283*c8dee2aaSAndroid Build Coastguard Worker SkMatrix persp;
284*c8dee2aaSAndroid Build Coastguard Worker persp.setPerspY(SK_Scalar1 / 100);
285*c8dee2aaSAndroid Build Coastguard Worker
286*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
287*c8dee2aaSAndroid Build Coastguard Worker canvas->concat(persp);
288*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(r, paint);
289*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
290*c8dee2aaSAndroid Build Coastguard Worker
291*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
292*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(r.width(), 0);
293*c8dee2aaSAndroid Build Coastguard Worker canvas->concat(persp);
294*c8dee2aaSAndroid Build Coastguard Worker canvas->drawRect(r, paint);
295*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
296*c8dee2aaSAndroid Build Coastguard Worker
297*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
298*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(0, r.height());
299*c8dee2aaSAndroid Build Coastguard Worker canvas->concat(persp);
300*c8dee2aaSAndroid Build Coastguard Worker canvas->drawVertices(verts, SkBlendMode::kModulate, paint);
301*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
302*c8dee2aaSAndroid Build Coastguard Worker
303*c8dee2aaSAndroid Build Coastguard Worker canvas->save();
304*c8dee2aaSAndroid Build Coastguard Worker canvas->translate(r.width(), r.height());
305*c8dee2aaSAndroid Build Coastguard Worker canvas->concat(persp);
306*c8dee2aaSAndroid Build Coastguard Worker canvas->drawVertices(verts, SkBlendMode::kModulate, paint);
307*c8dee2aaSAndroid Build Coastguard Worker canvas->restore();
308*c8dee2aaSAndroid Build Coastguard Worker }
309*c8dee2aaSAndroid Build Coastguard Worker
310*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM(skbug_13047, canvas, 200, 200) {
311*c8dee2aaSAndroid Build Coastguard Worker auto image = ToolUtils::GetResourceAsImage("images/mandrill_128.png");
312*c8dee2aaSAndroid Build Coastguard Worker
313*c8dee2aaSAndroid Build Coastguard Worker const float w = image->width();
314*c8dee2aaSAndroid Build Coastguard Worker const float h = image->height();
315*c8dee2aaSAndroid Build Coastguard Worker
316*c8dee2aaSAndroid Build Coastguard Worker SkPoint verts[] = {{0, 0}, {200, 0}, {200, 200}, {0, 200}};
317*c8dee2aaSAndroid Build Coastguard Worker SkPoint texs[] = {{0, 0}, {w, 0}, {w, h}, {0, h}};
318*c8dee2aaSAndroid Build Coastguard Worker uint16_t indices[] = {0, 1, 2, 2, 3, 0};
319*c8dee2aaSAndroid Build Coastguard Worker
320*c8dee2aaSAndroid Build Coastguard Worker auto v = SkVertices::MakeCopy(
321*c8dee2aaSAndroid Build Coastguard Worker SkVertices::kTriangles_VertexMode, 4, verts, texs, nullptr, 6, indices);
322*c8dee2aaSAndroid Build Coastguard Worker
323*c8dee2aaSAndroid Build Coastguard Worker auto m = SkMatrix::Scale(2, 2); // ignored in CPU ???
324*c8dee2aaSAndroid Build Coastguard Worker auto s = image->makeShader(SkSamplingOptions(SkFilterMode::kLinear), &m);
325*c8dee2aaSAndroid Build Coastguard Worker
326*c8dee2aaSAndroid Build Coastguard Worker SkPaint p;
327*c8dee2aaSAndroid Build Coastguard Worker p.setShader(s);
328*c8dee2aaSAndroid Build Coastguard Worker
329*c8dee2aaSAndroid Build Coastguard Worker canvas->drawVertices(v, SkBlendMode::kModulate, p);
330*c8dee2aaSAndroid Build Coastguard Worker }
331*c8dee2aaSAndroid Build Coastguard Worker
332*c8dee2aaSAndroid Build Coastguard Worker // Makes sure that drawVertices allows for triangles with "collapsed" UVs, where all three vertices
333*c8dee2aaSAndroid Build Coastguard Worker // have the same texture coordinate. b/40044794
334*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM_BG(vertices_collapsed, canvas, 50, 50, SK_ColorWHITE) {
335*c8dee2aaSAndroid Build Coastguard Worker SkPoint verts[] = {{5, 5}, {45, 5}, {45, 45}, {5, 45}};
336*c8dee2aaSAndroid Build Coastguard Worker SkPoint texs[] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}};
337*c8dee2aaSAndroid Build Coastguard Worker uint16_t indices[] = {0, 1, 2, 2, 3, 0};
338*c8dee2aaSAndroid Build Coastguard Worker
339*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkVertices> v = SkVertices::MakeCopy(
340*c8dee2aaSAndroid Build Coastguard Worker SkVertices::kTriangles_VertexMode, 4, verts, texs, nullptr, 6, indices);
341*c8dee2aaSAndroid Build Coastguard Worker
342*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkSurface> surf = SkSurfaces::Raster(SkImageInfo::MakeN32Premul(1, 1));
343*c8dee2aaSAndroid Build Coastguard Worker surf->getCanvas()->clear(SK_ColorGREEN);
344*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkShader> shader = surf->makeImageSnapshot()->makeShader(SkSamplingOptions{});
345*c8dee2aaSAndroid Build Coastguard Worker SkPaint paint;
346*c8dee2aaSAndroid Build Coastguard Worker paint.setShader(shader);
347*c8dee2aaSAndroid Build Coastguard Worker
348*c8dee2aaSAndroid Build Coastguard Worker canvas->drawVertices(v, SkBlendMode::kDst, paint);
349*c8dee2aaSAndroid Build Coastguard Worker }
350