blob: 8189b48ac9e44bf9ab37682507a9630e1f025ab7 [file] [log] [blame]
/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkBitmap.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkData.h"
#include "include/core/SkImage.h"
#include "include/core/SkRRect.h"
#include "include/core/SkShader.h"
#include "include/core/SkSurface.h"
#include "include/effects/SkPerlinNoiseShader.h"
#include "tests/Test.h"
static void check_isaimage(skiatest::Reporter* reporter, SkShader* shader,
int expectedW, int expectedH,
SkTileMode expectedX, SkTileMode expectedY,
const SkMatrix& expectedM) {
SkTileMode tileModes[2];
SkMatrix localM;
// wack these so we don't get a false positive
localM.setScale(9999, -9999);
tileModes[0] = tileModes[1] = (SkTileMode)99;
SkImage* image = shader->isAImage(&localM, tileModes);
REPORTER_ASSERT(reporter, image);
REPORTER_ASSERT(reporter, image->width() == expectedW);
REPORTER_ASSERT(reporter, image->height() == expectedH);
REPORTER_ASSERT(reporter, localM == expectedM);
REPORTER_ASSERT(reporter, tileModes[0] == expectedX);
REPORTER_ASSERT(reporter, tileModes[1] == expectedY);
}
DEF_TEST(Shader_isAImage, reporter) {
const int W = 100;
const int H = 100;
SkBitmap bm;
bm.allocN32Pixels(W, H);
auto img = bm.asImage();
const SkMatrix localM = SkMatrix::Scale(2, 3);
const SkTileMode tmx = SkTileMode::kRepeat;
const SkTileMode tmy = SkTileMode::kMirror;
auto shader0 = bm.makeShader(tmx, tmy, SkSamplingOptions(), localM);
auto shader1 = bm.asImage()->makeShader(tmx, tmy, SkSamplingOptions(), localM);
check_isaimage(reporter, shader0.get(), W, H, tmx, tmy, localM);
check_isaimage(reporter, shader1.get(), W, H, tmx, tmy, localM);
}
// Make sure things are ok with just a single leg.
DEF_TEST(ComposeShaderSingle, reporter) {
SkBitmap srcBitmap;
srcBitmap.allocN32Pixels(10, 10);
srcBitmap.eraseColor(SK_ColorRED);
SkCanvas canvas(srcBitmap);
SkPaint p;
p.setShader(
SkShaders::Blend(SkBlendMode::kClear,
SkShaders::Empty(),
SkPerlinNoiseShader::MakeFractalNoise(1.0f, 1.0f, 2, 0.0f)));
SkRRect rr;
SkVector rd[] = {{0, 0}, {0, 0}, {0, 0}, {0, 0}};
rr.setRectRadii({0, 0, 0, 0}, rd);
canvas.drawRRect(rr, p);
}