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bsalomon@google.comd9f826c2011-07-18 15:25:04 +00001#include "gm.h"
2#include "GrContext.h"
3#include "SkColorPriv.h"
4#include "SkDevice.h"
5
6namespace skiagm {
7
8extern GrContext* GetGr();
9
10static const int S = 200;
11
12class TexDataGM : public GM {
13public:
14 TexDataGM() {}
15
16protected:
17 virtual SkString onShortName() {
18 return SkString("texdata");
19 }
20
21 virtual SkISize onISize() {
22 return make_isize(2*S, 2*S);
23 }
24
25 void drawBG(SkCanvas* canvas) {
26 canvas->drawColor(0xff000000);
27 }
28
29 virtual void onDraw(SkCanvas* canvas) {
30 drawBG(canvas);
31 SkDevice* device = canvas->getDevice();
32 GrRenderTarget* target = (GrRenderTarget*) device->accessRenderTarget();
33 GrContext* ctx = GetGr();
34 if (ctx && target) {
35 SkPMColor gTextureData[(2 * S) * (2 * S)];
36 static const int stride = 2 * S;
37 static const SkPMColor gray = SkPackARGB32(0x40, 0x40, 0x40, 0x40);
38 static const SkPMColor white = SkPackARGB32(0xff, 0xff, 0xff, 0xff);
39 static const SkPMColor red = SkPackARGB32(0x80, 0x80, 0x00, 0x00);
40 static const SkPMColor blue = SkPackARGB32(0x80, 0x00, 0x00, 0x80);
41 static const SkPMColor green = SkPackARGB32(0x80, 0x00, 0x80, 0x00);
42 static const SkPMColor black = SkPackARGB32(0x00, 0x00, 0x00, 0x00);
43 for (int i = 0; i < 2; ++i) {
44 int offset = 0;
45 // fill upper-left
46 for (int y = 0; y < S; ++y) {
47 for (int x = 0; x < S; ++x) {
48 gTextureData[offset + y * stride + x] = gray;
49 }
50 }
51 // fill upper-right
52 offset = S;
53 for (int y = 0; y < S; ++y) {
54 for (int x = 0; x < S; ++x) {
55 gTextureData[offset + y * stride + x] = white;
56 }
57 }
58 // fill lower left
59 offset = S * stride;
60 for (int y = 0; y < S; ++y) {
61 for (int x = 0; x < S; ++x) {
62 gTextureData[offset + y * stride + x] = black;
63 }
64 }
65 // fill lower right
66 offset = S * stride + S;
67 for (int y = 0; y < S; ++y) {
68 for (int x = 0; x < S; ++x) {
69 gTextureData[offset + y * stride + x] = gray;
70 }
71 }
72
73 GrTextureDesc desc;
74 desc.fAALevel = kNone_GrAALevel;
75 // use RT flag bit because in GL it makes the texture be bottom-up
76 desc.fFlags = i ? kRenderTarget_GrTextureFlagBit :
77 kNone_GrTextureFlags;
78 desc.fFormat = kRGBA_8888_GrPixelConfig;
79 desc.fWidth = 2 * S;
80 desc.fHeight = 2 * S;
81 GrTexture* texture =
82 ctx->createUncachedTexture(desc, gTextureData, 0);
83
84 if (!texture) {
85 return;
86 }
87 GrAutoUnref au(texture);
88
89 ctx->setClip(GrRect::MakeWH(2*S, 2*S));
90 ctx->setRenderTarget(target);
91
92 GrPaint paint;
93 paint.reset();
94 paint.fColor = 0xffffffff;
95 paint.fSrcBlendCoeff = kOne_BlendCoeff;
96 paint.fDstBlendCoeff = kISA_BlendCoeff;
97 GrMatrix vm;
98 if (i) {
99 vm.setRotate(90, S , S);
100 } else {
101 vm.reset();
102 }
103 ctx->setMatrix(vm);
104 GrMatrix tm;
105 tm = vm;
106 tm.postIDiv(2*S, 2*S);
107 paint.getTextureSampler(0)->setMatrix(tm);
108 paint.setTexture(0, texture);
109
110 ctx->drawRect(paint, GrRect::MakeWH(2*S, 2*S));
111
112 // now update the lower right of the texture in first pass
113 // or upper right in second pass
114 offset = 0;
115 for (int y = 0; y < S; ++y) {
116 for (int x = 0; x < S; ++x) {
117 gTextureData[offset + y * stride + x] =
118 ((x + y) % 2) ? (i ? green : red) : blue;
119 }
120 }
121 // BUG: uploadTextureData doesn't force a flush
122 ctx->flush();
123 texture->uploadTextureData(S, i ? 0 : S, S, S, gTextureData, 4 * stride);
124 ctx->drawRect(paint, GrRect::MakeWH(2*S, 2*S));
125 }
126 }
127 }
128
129private:
130 typedef GM INHERITED;
131};
132
133//////////////////////////////////////////////////////////////////////////////
134
135static GM* MyFactory(void*) { return new TexDataGM; }
136static GMRegistry reg(MyFactory);
137
138}
139