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58 lines
2.5 KiB
58 lines
2.5 KiB
/*
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* Copyright 2021 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "gm/gm.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkRect.h"
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#include "include/effects/SkGradientShader.h"
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#include "include/effects/SkImageFilters.h"
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static void draw_bg_blur(SkCanvas* canvas, SkIRect rect, float sigma) {
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// First create an intermediate layer that has an opaque area that we blur with transparency
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// all around it. We want to make sure the transparency doesn't affect the blur of the opaque
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// content.
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auto outsetRect = SkRect::Make(rect).makeOutset(10, 10);
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canvas->saveLayer(outsetRect, nullptr);
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SkColor colors[] = {SK_ColorRED, SK_ColorBLUE, SK_ColorGREEN};
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float cx = (rect.left() + rect.right() )/2.f;
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float cy = (rect.top() + rect.bottom())/2.f;
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auto g = SkGradientShader::MakeSweep(cx,
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cy,
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colors,
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nullptr,
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3,
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SkTileMode::kMirror,
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0,
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45,
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0,
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nullptr);
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SkPaint paint;
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paint.setShader(std::move(g));
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canvas->drawRect(SkRect::Make(rect), paint);
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// Now do the bg-blur into another save-layer that should only read the opaque region.
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SkCanvas::SaveLayerRec rec;
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auto blur = SkImageFilters::Blur(sigma, sigma, SkTileMode::kClamp, nullptr, rect);
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rec.fBounds = &outsetRect;
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rec.fBackdrop = blur.get();
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canvas->saveLayer(rec);
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canvas->restore();
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canvas->restore();
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}
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DEF_SIMPLE_GM(crbug_1174354, canvas, 70, 250) {
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// The initial fix for crbug.com/1156805 had an issue where the border added to the downsampled
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// texture that was used as input to the blur could actually bring in transparency when there
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// wasn't any within the original src bounds. It was populated the border using a filtering draw
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// from the full res source that could read from outside the pixels surrounding the original src
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// bounds.
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draw_bg_blur(canvas, SkIRect::MakeXYWH(10, 10, 50, 50), 5);
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draw_bg_blur(canvas, SkIRect::MakeXYWH(10, 70, 50, 50), 15);
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draw_bg_blur(canvas, SkIRect::MakeXYWH(10, 130, 50, 50), 30);
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draw_bg_blur(canvas, SkIRect::MakeXYWH(10, 190, 50, 50), 70);
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}
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