• Home
  • Line#
  • Scopes#
  • Navigate#
  • Raw
  • Download
1 
2 /*
3  * Copyright 2011 Google Inc.
4  *
5  * Use of this source code is governed by a BSD-style license that can be
6  * found in the LICENSE file.
7  */
8 
9 // This test only works with the GPU backend.
10 
11 #include "gm.h"
12 
13 #if SK_SUPPORT_GPU
14 #include "GrContext.h"
15 #include "effects/GrSimpleTextureEffect.h"
16 #include "SkColorPriv.h"
17 #include "SkDevice.h"
18 
19 namespace skiagm {
20 
21 extern GrContext* GetGr();
22 
23 static const int S = 200;
24 
25 class TexDataGM : public GM {
26 public:
TexDataGM()27     TexDataGM() {
28         this->setBGColor(0xff000000);
29     }
30 
31 protected:
onShortName()32     virtual SkString onShortName() {
33         return SkString("texdata");
34     }
35 
onISize()36     virtual SkISize onISize() {
37         return make_isize(2*S, 2*S);
38     }
39 
onDraw(SkCanvas * canvas)40     virtual void onDraw(SkCanvas* canvas) {
41         SkDevice* device = canvas->getDevice();
42         GrRenderTarget* target = (GrRenderTarget*) device->accessRenderTarget();
43         GrContext* ctx = GetGr();
44         if (ctx && target) {
45             SkPMColor gTextureData[(2 * S) * (2 * S)];
46             static const int stride = 2 * S;
47             static const SkPMColor gray  = SkPackARGB32(0x40, 0x40, 0x40, 0x40);
48             static const SkPMColor white = SkPackARGB32(0xff, 0xff, 0xff, 0xff);
49             static const SkPMColor red   = SkPackARGB32(0x80, 0x80, 0x00, 0x00);
50             static const SkPMColor blue  = SkPackARGB32(0x80, 0x00, 0x00, 0x80);
51             static const SkPMColor green = SkPackARGB32(0x80, 0x00, 0x80, 0x00);
52             static const SkPMColor black = SkPackARGB32(0x00, 0x00, 0x00, 0x00);
53             for (int i = 0; i < 2; ++i) {
54                 int offset = 0;
55                 // fill upper-left
56                 for (int y = 0; y < S; ++y) {
57                     for (int x = 0; x < S; ++x) {
58                         gTextureData[offset + y * stride + x] = gray;
59                     }
60                 }
61                 // fill upper-right
62                 offset = S;
63                 for (int y = 0; y < S; ++y) {
64                     for (int x = 0; x < S; ++x) {
65                         gTextureData[offset + y * stride + x] = white;
66                     }
67                 }
68                 // fill lower left
69                 offset = S * stride;
70                 for (int y = 0; y < S; ++y) {
71                     for (int x = 0; x < S; ++x) {
72                         gTextureData[offset + y * stride + x] = black;
73                     }
74                 }
75                 // fill lower right
76                 offset = S * stride + S;
77                 for (int y = 0; y < S; ++y) {
78                     for (int x = 0; x < S; ++x) {
79                         gTextureData[offset + y * stride + x] = gray;
80                     }
81                 }
82 
83                 GrTextureDesc desc;
84                 // use RT flag bit because in GL it makes the texture be bottom-up
85                 desc.fFlags     = i ? kRenderTarget_GrTextureFlagBit :
86                                       kNone_GrTextureFlags;
87                 desc.fConfig    = kSkia8888_PM_GrPixelConfig;
88                 desc.fWidth     = 2 * S;
89                 desc.fHeight    = 2 * S;
90                 GrTexture* texture =
91                     ctx->createUncachedTexture(desc, gTextureData, 0);
92 
93                 if (!texture) {
94                     return;
95                 }
96                 GrAutoUnref au(texture);
97 
98                 GrContext::AutoClip acs(ctx, GrRect::MakeWH(2*S, 2*S));
99 
100                 ctx->setRenderTarget(target);
101 
102                 GrPaint paint;
103                 paint.setBlendFunc(kOne_GrBlendCoeff, kISA_GrBlendCoeff);
104                 SkMatrix vm;
105                 if (i) {
106                     vm.setRotate(90 * SK_Scalar1,
107                                  S * SK_Scalar1,
108                                  S * SK_Scalar1);
109                 } else {
110                     vm.reset();
111                 }
112                 ctx->setMatrix(vm);
113                 SkMatrix tm;
114                 tm = vm;
115                 tm.postIDiv(2*S, 2*S);
116                 paint.colorStage(0)->setEffect(GrSimpleTextureEffect::Create(texture, tm))->unref();
117 
118                 ctx->drawRect(paint, GrRect::MakeWH(2*S, 2*S));
119 
120                 // now update the lower right of the texture in first pass
121                 // or upper right in second pass
122                 offset = 0;
123                 for (int y = 0; y < S; ++y) {
124                     for (int x = 0; x < S; ++x) {
125                         gTextureData[offset + y * stride + x] =
126                             ((x + y) % 2) ? (i ? green : red) : blue;
127                     }
128                 }
129                 texture->writePixels(S, (i ? 0 : S), S, S,
130                                      texture->config(), gTextureData,
131                                      4 * stride);
132                 ctx->drawRect(paint, GrRect::MakeWH(2*S, 2*S));
133             }
134         }
135     }
136 
137 private:
138     typedef GM INHERITED;
139 };
140 
141 //////////////////////////////////////////////////////////////////////////////
142 
MyFactory(void *)143 static GM* MyFactory(void*) { return new TexDataGM; }
144 static GMRegistry reg(MyFactory);
145 
146 }
147 
148 #endif
149