Esempio n. 1
0
    static SkSurface* compat_surface(SkCanvas* canvas, const SkISize& size,
                                     bool skipGPU) {
        SkImageInfo info = SkImageInfo::MakeN32Premul(size);
#if SK_SUPPORT_GPU
        SkBaseDevice* dev = canvas->getDevice();
        if (!skipGPU && dev->accessRenderTarget()) {
            SkGpuDevice* gd = (SkGpuDevice*)dev;
            GrContext* ctx = gd->context();
            return SkSurface::NewRenderTarget(ctx, info, 0);
        }
#endif
        return SkSurface::NewRaster(info);
    }
    virtual void onDraw(SkCanvas* canvas) {
        SkBaseDevice* device = canvas->getTopDevice();
        GrRenderTarget* target = device->accessRenderTarget();
        GrContext* ctx = GetGr();
        if (ctx && target) {
            SkPMColor gTextureData[(2 * S) * (2 * S)];
            static const int stride = 2 * S;
            static const SkPMColor gray  = SkPackARGB32(0x40, 0x40, 0x40, 0x40);
            static const SkPMColor white = SkPackARGB32(0xff, 0xff, 0xff, 0xff);
            static const SkPMColor red   = SkPackARGB32(0x80, 0x80, 0x00, 0x00);
            static const SkPMColor blue  = SkPackARGB32(0x80, 0x00, 0x00, 0x80);
            static const SkPMColor green = SkPackARGB32(0x80, 0x00, 0x80, 0x00);
            static const SkPMColor black = SkPackARGB32(0x00, 0x00, 0x00, 0x00);
            for (int i = 0; i < 2; ++i) {
                int offset = 0;
                // fill upper-left
                for (int y = 0; y < S; ++y) {
                    for (int x = 0; x < S; ++x) {
                        gTextureData[offset + y * stride + x] = gray;
                    }
                }
                // fill upper-right
                offset = S;
                for (int y = 0; y < S; ++y) {
                    for (int x = 0; x < S; ++x) {
                        gTextureData[offset + y * stride + x] = white;
                    }
                }
                // fill lower left
                offset = S * stride;
                for (int y = 0; y < S; ++y) {
                    for (int x = 0; x < S; ++x) {
                        gTextureData[offset + y * stride + x] = black;
                    }
                }
                // fill lower right
                offset = S * stride + S;
                for (int y = 0; y < S; ++y) {
                    for (int x = 0; x < S; ++x) {
                        gTextureData[offset + y * stride + x] = gray;
                    }
                }

                GrTextureDesc desc;
                // use RT flag bit because in GL it makes the texture be bottom-up
                desc.fFlags     = i ? kRenderTarget_GrTextureFlagBit :
                                      kNone_GrTextureFlags;
                desc.fConfig    = kSkia8888_GrPixelConfig;
                desc.fWidth     = 2 * S;
                desc.fHeight    = 2 * S;
                GrTexture* texture =
                    ctx->createUncachedTexture(desc, gTextureData, 0);

                if (!texture) {
                    return;
                }
                GrAutoUnref au(texture);

                GrContext::AutoClip acs(ctx, SkRect::MakeWH(2*S, 2*S));

                ctx->setRenderTarget(target);

                GrPaint paint;
                paint.setBlendFunc(kOne_GrBlendCoeff, kISA_GrBlendCoeff);
                SkMatrix vm;
                if (i) {
                    vm.setRotate(90 * SK_Scalar1,
                                 S * SK_Scalar1,
                                 S * SK_Scalar1);
                } else {
                    vm.reset();
                }
                ctx->setMatrix(vm);
                SkMatrix tm;
                tm = vm;
                tm.postIDiv(2*S, 2*S);
                paint.addColorTextureEffect(texture, tm);

                ctx->drawRect(paint, SkRect::MakeWH(2*S, 2*S));

                // now update the lower right of the texture in first pass
                // or upper right in second pass
                offset = 0;
                for (int y = 0; y < S; ++y) {
                    for (int x = 0; x < S; ++x) {
                        gTextureData[offset + y * stride + x] =
                            ((x + y) % 2) ? (i ? green : red) : blue;
                    }
                }
                texture->writePixels(S, (i ? 0 : S), S, S,
                                     texture->config(), gTextureData,
                                     4 * stride);
                ctx->drawRect(paint, SkRect::MakeWH(2*S, 2*S));
            }
        }
    }