/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gm.h" #include "sk_tool_utils.h" #include "SkCanvas.h" #include "SkMaskFilter.h" #include "SkPath.h" #include "SkShader.h" namespace skiagm { /** * Stress test the GPU samplers by rendering a textured glyph with a mask and * an AA clip */ class SamplerStressGM : public GM { public: SamplerStressGM() : fTextureCreated(false) , fMaskFilter(nullptr) { } protected: SkString onShortName() override { return SkString("gpusamplerstress"); } SkISize onISize() override { return SkISize::Make(640, 480); } /** * Create a red & green stripes on black texture */ void createTexture() { if (fTextureCreated) { return; } constexpr int xSize = 16; constexpr int ySize = 16; fTexture.allocN32Pixels(xSize, ySize); SkPMColor* addr = fTexture.getAddr32(0, 0); for (int y = 0; y < ySize; ++y) { for (int x = 0; x < xSize; ++x) { addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorBLACK); if ((y % 5) == 0) { addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorRED); } if ((x % 7) == 0) { addr[y*xSize+x] = SkPreMultiplyColor(SK_ColorGREEN); } } } fTextureCreated = true; } void createShader() { if (fShader) { return; } createTexture(); fShader = SkShader::MakeBitmapShader(fTexture, SkShader::kRepeat_TileMode, SkShader::kRepeat_TileMode); } void createMaskFilter() { if (fMaskFilter) { return; } const SkScalar sigma = 1; fMaskFilter = SkMaskFilter::MakeBlur(kNormal_SkBlurStyle, sigma); } void onDraw(SkCanvas* canvas) override { createShader(); createMaskFilter(); canvas->save(); // draw a letter "M" with a green & red striped texture and a // stipple mask with a round rect soft clip SkPaint paint; paint.setAntiAlias(true); paint.setShader(fShader); paint.setMaskFilter(fMaskFilter); SkFont font(sk_tool_utils::create_portable_typeface(), 72); SkRect temp; temp.set(SkIntToScalar(115), SkIntToScalar(75), SkIntToScalar(144), SkIntToScalar(110)); SkPath path; path.addRoundRect(temp, SkIntToScalar(5), SkIntToScalar(5)); canvas->clipPath(path, true); // AA is on canvas->drawString("M", 100.0f, 100.0f, font, paint); canvas->restore(); // Now draw stroked versions of the "M" and the round rect so we can // see what is going on SkPaint paint2; paint2.setColor(SK_ColorBLACK); paint2.setAntiAlias(true); paint2.setStyle(SkPaint::kStroke_Style); paint2.setStrokeWidth(1); canvas->drawString("M", 100.0f, 100.0f, font, paint2); paint2.setColor(SK_ColorGRAY); canvas->drawPath(path, paint2); } private: SkBitmap fTexture; bool fTextureCreated; sk_sp<SkShader> fShader; sk_sp<SkMaskFilter> fMaskFilter; typedef GM INHERITED; }; ////////////////////////////////////////////////////////////////////////////// DEF_GM( return new SamplerStressGM; ) }