Update tiled bitmap path to respect bleed flag

https://codereview.chromium.org/23261003/



git-svn-id: http://skia.googlecode.com/svn/trunk@10803 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/gm/bleed.cpp b/gm/bleed.cpp
index 7e90e6d..1a7e188 100644
--- a/gm/bleed.cpp
+++ b/gm/bleed.cpp
@@ -88,7 +88,72 @@
         make_red_ringed_bitmap(&fBitmapBig, 2*kMaxTextureSize, 2*kMaxTextureSize);
     }
 
+    // Draw only the center of the small bitmap
+    void drawCase1(SkCanvas* canvas, int transX, int transY, 
+                   SkCanvas::DrawBitmapRectFlags flags, bool filter) {
+        SkRect src = SkRect::MakeXYWH(1, 1,
+                                      kSmallTextureSize-2,
+                                      kSmallTextureSize-2);
+        SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
+
+        SkPaint paint;
+        paint.setFilterBitmap(filter);
+
+        canvas->save();
+        canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
+        canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint, flags);
+        canvas->restore();
+    }
+
+    // Draw almost all of the large bitmap
+    void drawCase2(SkCanvas* canvas, int transX, int transY, 
+                   SkCanvas::DrawBitmapRectFlags flags, bool filter) {
+        SkRect src = SkRect::MakeXYWH(1, 1,
+                                      SkIntToScalar(fBitmapBig.width()-2),
+                                      SkIntToScalar(fBitmapBig.height()-2));
+        SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
+
+        SkPaint paint;
+        paint.setFilterBitmap(filter);
+
+        canvas->save();
+        canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
+        canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags);
+        canvas->restore();
+    }
+
+    // Draw ~1/4 of the large bitmap
+    void drawCase3(SkCanvas* canvas, int transX, int transY, 
+                   SkCanvas::DrawBitmapRectFlags flags, bool filter) {
+        SkRect src = SkRect::MakeXYWH(1, 1,
+                                      SkIntToScalar(fBitmapBig.width()/2-1),
+                                      SkIntToScalar(fBitmapBig.height()/2-1));
+        SkRect dst = SkRect::MakeXYWH(0, 0, SkIntToScalar(kBlockSize), SkIntToScalar(kBlockSize));
+
+        SkPaint paint;
+        paint.setFilterBitmap(filter);
+
+        canvas->save();
+        canvas->translate(SkIntToScalar(transX), SkIntToScalar(transY));
+        canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint, flags);
+        canvas->restore();
+    }
+
     virtual void onDraw(SkCanvas* canvas) SK_OVERRIDE {
+
+        canvas->clear(SK_ColorGRAY);
+
+        // First draw a column with no bleeding, tiling, or filtering
+        this->drawCase1(canvas, kCol0X, kRow0Y, SkCanvas::kNone_DrawBitmapRectflag, false);
+        this->drawCase2(canvas, kCol0X, kRow1Y, SkCanvas::kNone_DrawBitmapRectflag, false);
+        this->drawCase3(canvas, kCol0X, kRow2Y, SkCanvas::kNone_DrawBitmapRectflag, false);
+
+        // Then draw a column with no bleeding or tiling but with filtering
+        this->drawCase1(canvas, kCol1X, kRow0Y, SkCanvas::kNone_DrawBitmapRectflag, true);
+        this->drawCase2(canvas, kCol1X, kRow1Y, SkCanvas::kNone_DrawBitmapRectflag, true);
+        this->drawCase3(canvas, kCol1X, kRow2Y, SkCanvas::kNone_DrawBitmapRectflag, true);
+
+
 #if SK_SUPPORT_GPU
         GrContext* ctx = skiagm::GetGr();
         int oldMaxTextureSize = 0;
@@ -99,56 +164,15 @@
         }
 #endif
 
-        canvas->clear(SK_ColorGRAY);
+        // Then draw a column with no bleeding but with tiling and filtering
+        this->drawCase1(canvas, kCol2X, kRow0Y, SkCanvas::kNone_DrawBitmapRectflag, true);
+        this->drawCase2(canvas, kCol2X, kRow1Y, SkCanvas::kNone_DrawBitmapRectflag, true);
+        this->drawCase3(canvas, kCol2X, kRow2Y, SkCanvas::kNone_DrawBitmapRectflag, true);
 
-        SkPaint paint;
-
-        // Bleeding only comes into play when filtering
-        paint.setFilterBitmap(true);
-
-        // carve out the center of the small bitmap
-        SkRect src = SkRect::MakeXYWH(1, 1,
-                                      kSmallTextureSize-2,
-                                      kSmallTextureSize-2);
-        SkRect dst = SkRect::MakeXYWH(10, 10, 100, 100);
-
-        // first draw without bleeding
-        canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint);
-
-        // then draw with bleeding
-        dst = SkRect::MakeXYWH(120, 10, 100, 100);
-        canvas->drawBitmapRectToRect(fBitmapSmall, &src, dst, &paint,
-                                     SkCanvas::kBleed_DrawBitmapRectFlag);
-
-        // Next test out the GPU's tiling of large textures
-
-        // first draw almost the whole thing
-        src = SkRect::MakeXYWH(1, 1,
-                               SkIntToScalar(fBitmapBig.width()-2),
-                               SkIntToScalar(fBitmapBig.height()-2));
-        dst = SkRect::MakeXYWH(10, 120, 100, 100);
-
-        // first without bleeding
-        canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint);
-
-        // then with bleeding
-        dst = SkRect::MakeXYWH(120, 120, 100, 100);
-        canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint,
-                                     SkCanvas::kBleed_DrawBitmapRectFlag);
-
-        // next draw ~1/4 of the bitmap
-        src = SkRect::MakeXYWH(1, 1,
-                               SkIntToScalar(fBitmapBig.width()/2-1),
-                               SkIntToScalar(fBitmapBig.height()/2-1));
-        dst = SkRect::MakeXYWH(10, 230, 100, 100);
-
-        // first without bleeding
-        canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint);
-
-        // then with bleeding
-        dst = SkRect::MakeXYWH(120, 230, 100, 100);
-        canvas->drawBitmapRectToRect(fBitmapBig, &src, dst, &paint,
-                                     SkCanvas::kBleed_DrawBitmapRectFlag);
+        // Finally draw a column with all three (bleeding, tiling, and filtering)
+        this->drawCase1(canvas, kCol3X, kRow0Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
+        this->drawCase2(canvas, kCol3X, kRow1Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
+        this->drawCase3(canvas, kCol3X, kRow2Y, SkCanvas::kBleed_DrawBitmapRectFlag, true);
 
 #if SK_SUPPORT_GPU
         if (NULL != ctx) {
@@ -158,8 +182,19 @@
     }
 
 private:
-    static const int kWidth = 230;
-    static const int kHeight = 340;
+    static const int kBlockSize = 90;
+    static const int kBlockSpacing = 10;
+
+    static const int kCol0X = kBlockSpacing;
+    static const int kCol1X = 2*kBlockSpacing + kBlockSize;
+    static const int kCol2X = 3*kBlockSpacing + 2*kBlockSize;
+    static const int kCol3X = 4*kBlockSpacing + 3*kBlockSize;
+    static const int kWidth = 5*kBlockSpacing + 4*kBlockSize;
+
+    static const int kRow0Y = kBlockSpacing;
+    static const int kRow1Y = 2*kBlockSpacing + kBlockSize;
+    static const int kRow2Y = 3*kBlockSpacing + 2*kBlockSize;
+    static const int kHeight = 4*kBlockSpacing + 3*kBlockSize;
 
     static const int kSmallTextureSize = 4;
     static const int kMaxTextureSize = 32;
diff --git a/src/gpu/SkGpuDevice.cpp b/src/gpu/SkGpuDevice.cpp
index ce461c6..7a1aea2 100644
--- a/src/gpu/SkGpuDevice.cpp
+++ b/src/gpu/SkGpuDevice.cpp
@@ -1178,6 +1178,32 @@
     }
 }
 
+// This method outsets 'iRect' by 1 all around and then clamps its extents to
+// 'clamp'. 'offset' is adjusted to remain positioned over the top-left corner
+// of 'iRect' despite the possible outsets/clamps.
+static inline void clamped_unit_outset_with_offset(SkIRect* iRect, SkPoint* offset, 
+                                                   const SkIRect& clamp) {
+    iRect->outset(1, 1);
+
+    if (iRect->fLeft < clamp.fLeft) {
+        iRect->fLeft = clamp.fLeft;
+    } else {
+        offset->fX -= SK_Scalar1;
+    }
+    if (iRect->fTop < clamp.fTop) {
+        iRect->fTop = clamp.fTop;
+    } else {
+        offset->fY -= SK_Scalar1;
+    }
+
+    if (iRect->fRight > clamp.fRight) {
+        iRect->fRight = clamp.fRight;
+    }
+    if (iRect->fBottom > clamp.fBottom) {
+        iRect->fBottom = clamp.fBottom;
+    }
+}
+
 // Break 'bitmap' into several tiles to draw it since it has already
 // been determined to be too large to fit in VRAM
 void SkGpuDevice::drawTiledBitmap(const SkBitmap& bitmap,
@@ -1186,8 +1212,12 @@
                                   const GrTextureParams& params,
                                   const SkPaint& paint,
                                   SkCanvas::DrawBitmapRectFlags flags) {
-    // TODO: this method needs to be updated to respect the bleed flag
-    const int maxTextureSize = fContext->getMaxTextureSize();
+    int maxTextureSize = fContext->getMaxTextureSize();
+    if (SkPaint::kNone_FilterLevel != paint.getFilterLevel()) {
+        // We may need a skosh more room if we have to bump out the tile
+        // by 1 pixel all around
+        maxTextureSize -= 2;
+    }
 
     int tileSize = determine_tile_size(bitmap, srcRect, maxTextureSize);
 
@@ -1228,12 +1258,31 @@
             SkBitmap tmpB;
             SkIRect iTileR;
             tileR.roundOut(&iTileR);
+            SkPoint offset = SkPoint::Make(SkIntToScalar(iTileR.fLeft), 
+                                           SkIntToScalar(iTileR.fTop));
+
+            if (SkPaint::kNone_FilterLevel != paint.getFilterLevel()) {
+                SkIRect iClampRect;
+
+                if (SkCanvas::kBleed_DrawBitmapRectFlag & flags) {
+                    // In bleed mode we want to always expand the tile on all edges
+                    // but stay within the bitmap bounds
+                    iClampRect = SkIRect::MakeWH(bitmap.width(), bitmap.height());
+                } else {
+                    // In texture-domain/clamp mode we only want to expand the
+                    // tile on edges interior to "srcRect" (i.e., we want to
+                    // not bleed across the original clamped edges)
+                    srcRect.roundOut(&iClampRect);
+                }
+
+                clamped_unit_outset_with_offset(&iTileR, &offset, iClampRect);
+            }
+
             if (bitmap.extractSubset(&tmpB, iTileR)) {
                 // now offset it to make it "local" to our tmp bitmap
-                tileR.offset(SkIntToScalar(-iTileR.fLeft), SkIntToScalar(-iTileR.fTop));
+                tileR.offset(-offset.fX, -offset.fY);
                 SkMatrix tmpM(m);
-                tmpM.preTranslate(SkIntToScalar(iTileR.fLeft),
-                                  SkIntToScalar(iTileR.fTop));
+                tmpM.preTranslate(offset.fX, offset.fY);
 
                 this->internalDrawBitmap(tmpB, tileR, tmpM, params, paint, flags);
             }