/* * Copyright (C) 2016 The Android Open Source Project * * Licensed under the Apache License, Version 2.0 (the "License"); * you may not use this file except in compliance with the License. * You may obtain a copy of the License at * * http://www.apache.org/licenses/LICENSE-2.0 * * Unless required by applicable law or agreed to in writing, software * distributed under the License is distributed on an "AS IS" BASIS, * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. * See the License for the specific language governing permissions and * limitations under the License. */ #include "tests/common/TestUtils.h" #include #include #include #include #include using namespace android; using namespace android::uirenderer; TEST(SkiaCanvas, drawShadowLayer) { auto surface = SkSurface::MakeRasterN32Premul(10, 10); SkiaCanvas canvas(surface->getCanvas()); // clear to white canvas.drawColor(SK_ColorWHITE, SkBlendMode::kSrc); Paint paint; // it is transparent to ensure that we still draw the rect since it has a looper paint.setColor(SK_ColorTRANSPARENT); // this is how view's shadow layers are implemented paint.setLooper(BlurDrawLooper::Make({0, 0, 0, 240.0f / 255}, nullptr, 6.0f, {0, 10})); canvas.drawRect(3, 3, 7, 7, paint); ASSERT_EQ(TestUtils::getColor(surface, 0, 0), SK_ColorWHITE); ASSERT_NE(TestUtils::getColor(surface, 5, 5), SK_ColorWHITE); } TEST(SkiaCanvas, colorSpaceXform) { sk_sp adobe = SkColorSpace::MakeRGB(SkNamedTransferFn::kSRGB, SkNamedGamut::kAdobeRGB); SkImageInfo adobeInfo = SkImageInfo::Make(1, 1, kN32_SkColorType, kOpaque_SkAlphaType, adobe); sk_sp adobeBitmap = Bitmap::allocateHeapBitmap(adobeInfo); SkBitmap adobeSkBitmap; adobeBitmap->getSkBitmap(&adobeSkBitmap); *adobeSkBitmap.getAddr32(0, 0) = 0xFF0000F0; // Opaque, almost fully-red SkImageInfo info = adobeInfo.makeColorSpace(SkColorSpace::MakeSRGB()); sk_sp bitmap = Bitmap::allocateHeapBitmap(info); SkBitmap skBitmap; bitmap->getSkBitmap(&skBitmap); // Create a software sRGB canvas. SkiaCanvas canvas(skBitmap); canvas.drawBitmap(*adobeBitmap, 0, 0, nullptr); // The result should be fully red, since we convert to sRGB at draw time. ASSERT_EQ(0xFF0000FF, *skBitmap.getAddr32(0, 0)); // Create a software canvas with an Adobe color space. SkiaCanvas adobeSkCanvas(adobeSkBitmap); adobeSkCanvas.drawBitmap(*bitmap, 0, 0, nullptr); // The result should be less than fully red, since we convert to Adobe RGB at draw time. ASSERT_EQ(0xFF0000DC, *adobeSkBitmap.getAddr32(0, 0)); // Test picture recording. SkPictureRecorder recorder; SkCanvas* skPicCanvas = recorder.beginRecording(1, 1); SkiaCanvas picCanvas(skPicCanvas); picCanvas.drawBitmap(*adobeBitmap, 0, 0, nullptr); sk_sp picture = recorder.finishRecordingAsPicture(); // Playback to a software sRGB canvas. The result should be fully red. canvas.drawPicture(*picture); ASSERT_EQ(0xFF0000FF, *skBitmap.getAddr32(0, 0)); } TEST(SkiaCanvas, captureCanvasState) { // Create a software canvas. SkImageInfo info = SkImageInfo::Make(1, 1, kN32_SkColorType, kOpaque_SkAlphaType); sk_sp bitmap = Bitmap::allocateHeapBitmap(info); SkBitmap skBitmap; bitmap->getSkBitmap(&skBitmap); skBitmap.eraseColor(0); SkiaCanvas canvas(skBitmap); // Translate, then capture and verify the CanvasState. canvas.translate(1.0f, 1.0f); SkCanvasState* state = canvas.captureCanvasState(); ASSERT_NE(state, nullptr); std::unique_ptr newCanvas = SkCanvasStateUtils::MakeFromCanvasState(state); ASSERT_NE(newCanvas.get(), nullptr); newCanvas->translate(-1.0f, -1.0f); ASSERT_TRUE(newCanvas->getTotalMatrix().isIdentity()); SkCanvasStateUtils::ReleaseCanvasState(state); // Create a picture canvas. SkPictureRecorder recorder; SkCanvas* skPicCanvas = recorder.beginRecording(1, 1); SkiaCanvas picCanvas(skPicCanvas); state = picCanvas.captureCanvasState(); // Verify that we cannot get the CanvasState. ASSERT_EQ(state, nullptr); }