xref: /aosp_15_r20/external/skia/gm/bitmaptiled.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2017 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/SkCanvas.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImage.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTiledImageUtils.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrRecordingContext.h"
18*c8dee2aaSAndroid Build Coastguard Worker 
19*c8dee2aaSAndroid Build Coastguard Worker // This test exercises Ganesh's drawing of tiled bitmaps. In particular, that the offsets and the
20*c8dee2aaSAndroid Build Coastguard Worker // extents of the tiles don't cause gaps between tiles.
draw_tile_bitmap_with_fractional_offset(SkCanvas * canvas,bool vertical,bool manual)21*c8dee2aaSAndroid Build Coastguard Worker static void draw_tile_bitmap_with_fractional_offset(SkCanvas* canvas, bool vertical, bool manual) {
22*c8dee2aaSAndroid Build Coastguard Worker     // This should match kBmpSmallTileSize in SkGpuDevice.cpp. Note that our canvas size is tuned
23*c8dee2aaSAndroid Build Coastguard Worker     // to this constant as well.
24*c8dee2aaSAndroid Build Coastguard Worker     const int kTileSize = 1 << 10;
25*c8dee2aaSAndroid Build Coastguard Worker 
26*c8dee2aaSAndroid Build Coastguard Worker     // We're going to draw a section of the bitmap that intersects 3 tiles (3x1 or 1x3).
27*c8dee2aaSAndroid Build Coastguard Worker     // We need that to be < 50% of the total image, so our image is 7 tiles (7x1 or 1x7).
28*c8dee2aaSAndroid Build Coastguard Worker     const int kBitmapLongEdge = 7 * kTileSize;
29*c8dee2aaSAndroid Build Coastguard Worker     const int kBitmapShortEdge = 1 * kTileSize;
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker     if (auto dContext = GrAsDirectContext(canvas->recordingContext())) {
32*c8dee2aaSAndroid Build Coastguard Worker         // To trigger tiling, we also need the image to be more than 50% of the cache, so we
33*c8dee2aaSAndroid Build Coastguard Worker         // ensure the cache is sized to make that true.
34*c8dee2aaSAndroid Build Coastguard Worker         const int kBitmapArea = kBitmapLongEdge * kBitmapShortEdge;
35*c8dee2aaSAndroid Build Coastguard Worker         const size_t kBitmapBytes = kBitmapArea * sizeof(SkPMColor);
36*c8dee2aaSAndroid Build Coastguard Worker 
37*c8dee2aaSAndroid Build Coastguard Worker         const size_t newMaxResourceBytes = kBitmapBytes + (kBitmapBytes / 2);
38*c8dee2aaSAndroid Build Coastguard Worker         dContext->setResourceCacheLimit(newMaxResourceBytes);
39*c8dee2aaSAndroid Build Coastguard Worker     }
40*c8dee2aaSAndroid Build Coastguard Worker 
41*c8dee2aaSAndroid Build Coastguard Worker     // Construct our bitmap as either very wide or very tall
42*c8dee2aaSAndroid Build Coastguard Worker     SkBitmap bmp;
43*c8dee2aaSAndroid Build Coastguard Worker     bmp.allocN32Pixels(vertical ? kBitmapShortEdge : kBitmapLongEdge,
44*c8dee2aaSAndroid Build Coastguard Worker                        vertical ? kBitmapLongEdge : kBitmapShortEdge, true);
45*c8dee2aaSAndroid Build Coastguard Worker     bmp.eraseColor(SK_ColorWHITE);
46*c8dee2aaSAndroid Build Coastguard Worker 
47*c8dee2aaSAndroid Build Coastguard Worker     // Draw ten strips with varying fractional offset to catch any rasterization issues with tiling
48*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < 10; ++i) {
49*c8dee2aaSAndroid Build Coastguard Worker         float offset = i * 0.1f;
50*c8dee2aaSAndroid Build Coastguard Worker 
51*c8dee2aaSAndroid Build Coastguard Worker         SkRect src = vertical ? SkRect::MakeXYWH(0, (kTileSize - 50) + offset, 32, 1124.0f)
52*c8dee2aaSAndroid Build Coastguard Worker                               : SkRect::MakeXYWH((kTileSize - 50) + offset, 0, 1124, 32);
53*c8dee2aaSAndroid Build Coastguard Worker         SkRect dst = vertical ? SkRect::MakeXYWH(37.0f * i, 0.0f, 32.0f, 1124.0f)
54*c8dee2aaSAndroid Build Coastguard Worker                               : SkRect::MakeXYWH(0.0f, 37.0f * i, 1124.0f, 32.0f);
55*c8dee2aaSAndroid Build Coastguard Worker 
56*c8dee2aaSAndroid Build Coastguard Worker         if (manual) {
57*c8dee2aaSAndroid Build Coastguard Worker             SkTiledImageUtils::DrawImageRect(canvas, bmp.asImage(), src, dst, SkSamplingOptions(),
58*c8dee2aaSAndroid Build Coastguard Worker                                              /* paint= */ nullptr,
59*c8dee2aaSAndroid Build Coastguard Worker                                              SkCanvas::kStrict_SrcRectConstraint);
60*c8dee2aaSAndroid Build Coastguard Worker         } else {
61*c8dee2aaSAndroid Build Coastguard Worker             canvas->drawImageRect(bmp.asImage(), src, dst, SkSamplingOptions(),
62*c8dee2aaSAndroid Build Coastguard Worker                                   /* paint= */ nullptr,
63*c8dee2aaSAndroid Build Coastguard Worker                                   SkCanvas::kStrict_SrcRectConstraint);
64*c8dee2aaSAndroid Build Coastguard Worker         }
65*c8dee2aaSAndroid Build Coastguard Worker     }
66*c8dee2aaSAndroid Build Coastguard Worker }
67*c8dee2aaSAndroid Build Coastguard Worker 
68*c8dee2aaSAndroid Build Coastguard Worker // In Graphite, it is always the client's responsibility to manually do tiled image draws, so we
69*c8dee2aaSAndroid Build Coastguard Worker // only run the non-manual tests in Ganesh.
70*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GPU_GM_BG(bitmaptiled_fractional_horizontal, rContext, canvas, 1124, 365, SK_ColorBLACK) {
71*c8dee2aaSAndroid Build Coastguard Worker     draw_tile_bitmap_with_fractional_offset(canvas, /* vertical= */ false, /* manual= */ false);
72*c8dee2aaSAndroid Build Coastguard Worker }
73*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GPU_GM_BG(bitmaptiled_fractional_vertical, rContext, canvas, 365, 1124, SK_ColorBLACK) {
74*c8dee2aaSAndroid Build Coastguard Worker     draw_tile_bitmap_with_fractional_offset(canvas, /* vertical= */ true, /* manual= */ false);
75*c8dee2aaSAndroid Build Coastguard Worker }
76*c8dee2aaSAndroid Build Coastguard Worker 
77*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM_BG(bitmaptiled_fractional_horizontal_manual, canvas, 1124, 365, SK_ColorBLACK) {
78*c8dee2aaSAndroid Build Coastguard Worker     draw_tile_bitmap_with_fractional_offset(canvas, /* vertical= */ false, /* manual= */ true);
79*c8dee2aaSAndroid Build Coastguard Worker }
80*c8dee2aaSAndroid Build Coastguard Worker DEF_SIMPLE_GM_BG(bitmaptiled_fractional_vertical_manual, canvas, 365, 1124, SK_ColorBLACK) {
81*c8dee2aaSAndroid Build Coastguard Worker     draw_tile_bitmap_with_fractional_offset(canvas, /* vertical= */ true, /* manual= */ true);
82*c8dee2aaSAndroid Build Coastguard Worker }
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