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71 lines
2.4 KiB
71 lines
2.4 KiB
/*
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* Copyright 2016 Google Inc.
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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 "include/core/SkBitmap.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkData.h"
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#include "include/core/SkImage.h"
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#include "include/core/SkRRect.h"
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#include "include/core/SkShader.h"
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#include "include/core/SkSurface.h"
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#include "include/effects/SkPerlinNoiseShader.h"
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#include "tests/Test.h"
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static void check_isaimage(skiatest::Reporter* reporter, SkShader* shader,
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int expectedW, int expectedH,
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SkTileMode expectedX, SkTileMode expectedY,
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const SkMatrix& expectedM) {
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SkTileMode tileModes[2];
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SkMatrix localM;
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// wack these so we don't get a false positive
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localM.setScale(9999, -9999);
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tileModes[0] = tileModes[1] = (SkTileMode)99;
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SkImage* image = shader->isAImage(&localM, tileModes);
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REPORTER_ASSERT(reporter, image);
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REPORTER_ASSERT(reporter, image->width() == expectedW);
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REPORTER_ASSERT(reporter, image->height() == expectedH);
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REPORTER_ASSERT(reporter, localM == expectedM);
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REPORTER_ASSERT(reporter, tileModes[0] == expectedX);
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REPORTER_ASSERT(reporter, tileModes[1] == expectedY);
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}
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DEF_TEST(Shader_isAImage, reporter) {
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const int W = 100;
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const int H = 100;
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SkBitmap bm;
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bm.allocN32Pixels(W, H);
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auto img = bm.asImage();
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const SkMatrix localM = SkMatrix::Scale(2, 3);
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const SkTileMode tmx = SkTileMode::kRepeat;
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const SkTileMode tmy = SkTileMode::kMirror;
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auto shader0 = bm.makeShader(tmx, tmy, SkSamplingOptions(), localM);
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auto shader1 = bm.asImage()->makeShader(tmx, tmy, SkSamplingOptions(), localM);
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check_isaimage(reporter, shader0.get(), W, H, tmx, tmy, localM);
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check_isaimage(reporter, shader1.get(), W, H, tmx, tmy, localM);
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}
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// Make sure things are ok with just a single leg.
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DEF_TEST(ComposeShaderSingle, reporter) {
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SkBitmap srcBitmap;
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srcBitmap.allocN32Pixels(10, 10);
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srcBitmap.eraseColor(SK_ColorRED);
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SkCanvas canvas(srcBitmap);
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SkPaint p;
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p.setShader(
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SkShaders::Blend(SkBlendMode::kClear,
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SkShaders::Empty(),
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SkPerlinNoiseShader::MakeFractalNoise(1.0f, 1.0f, 2, 0.0f)));
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SkRRect rr;
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SkVector rd[] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}};
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rr.setRectRadii({0, 0, 0, 0}, rd);
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canvas.drawRRect(rr, p);
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}
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