/* * Copyright 2021 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "gm/gm.h" #include "include/core/SkCanvas.h" #include "include/core/SkMatrix.h" #include "include/core/SkRect.h" // Bad quads dumped from SkiaRenderer in crbug.com/1178833. These should all draw as really thin // lines. DEF_SIMPLE_GM(crbug_1177833, canvas, 400, 400) { canvas->clear(SK_ColorBLACK); canvas->translate(-700, -700); // This quad had two issues. The inset collapsed the inner 2D projected quad to a point but // didn't enable enough degrees of freedom to adjust the 4 3D points to project to that point. // Also, the outset produced a 2D projected point far away from the original quad but the // shader was not checking the geometric subset and so pixels far away from the projection of // the quad would have positive coverage. { canvas->save(); canvas->concat(SkMatrix::MakeAll(SkBits2Float(0xbf79250e), SkBits2Float(0x3e9da860), SkBits2Float(0x44914c8a), SkBits2Float(0xbf982962), SkBits2Float(0xbf280002), SkBits2Float(0x44c3116e), SkBits2Float(0xba9bfe62), SkBits2Float(0x39d10455), SkBits2Float(0x3fc9b377))); SkRect rect = {SkBits2Float(0x00000000), SkBits2Float(0x00000000), SkBits2Float(0x40a00000), SkBits2Float(0x43560000)}; SkPoint clip[4] = {{SkBits2Float(0x409fff57), SkBits2Float(0x40c86a18)}, {SkBits2Float(0x409fff57), SkBits2Float(0x4314dc8c)}, {SkBits2Float(0x407f6b0d), SkBits2Float(0x43157fff)}, {SkBits2Float(0x4040859c), SkBits2Float(0x43140374)}}; SkCanvas::QuadAAFlags aaFlags = static_cast(0x00000002); SkColor4f color = {SkBits2Float(0x3f6eeef0), SkBits2Float(0x3f6eeef0), SkBits2Float(0x3f6eeef0), SkBits2Float(0x3f800000)}; SkBlendMode mode = static_cast(0x00000003); canvas->experimental_DrawEdgeAAQuad(rect, clip, aaFlags, color, mode); canvas->restore(); } // This quad also exposed the inset collapse to a point without enough degrees of freedom issue. canvas->save(); canvas->translate(-300, 0); { canvas->save(); canvas->concat(SkMatrix::MakeAll(SkBits2Float(0x3f54dd8a), SkBits2Float(0xbf9096a4), SkBits2Float(0x447eae34), SkBits2Float(0x3f3f6905), SkBits2Float(0xbe5208ba), SkBits2Float(0x4418118b), SkBits2Float(0x3aa134a1), SkBits2Float(0xb93ef249), SkBits2Float(0x3f580bd4))); SkRect rect = {SkBits2Float(0x00000000), SkBits2Float(0x00000000), SkBits2Float(0x40a00000), SkBits2Float(0x43560000)}; SkPoint clip[4] = {{SkBits2Float(0x40a0000e), SkBits2Float(0x40c86b5a)}, {SkBits2Float(0x40a0001e), SkBits2Float(0x4314dd5f)}, {SkBits2Float(0x407f76eb), SkBits2Float(0x431580c2)}, {SkBits2Float(0x404092e7), SkBits2Float(0x43140445)}}; SkCanvas::QuadAAFlags aaFlags = static_cast(0x00000002); SkColor4f color = {SkBits2Float(0x3f6eeef0), SkBits2Float(0x3f6eeef0), SkBits2Float(0x3f6eeef0), SkBits2Float(0x3f800000)}; SkBlendMode mode = static_cast(0x00000003); canvas->experimental_DrawEdgeAAQuad(rect, clip, aaFlags, color, mode); canvas->restore(); } canvas->restore(); // This quad exposed a similar issue to the point issue above, but when collapsing to a // triangle. When a 2D quad edge collapsed from insetting we'd replace it with a point off of // its adjacent edges. We need to ensure the code that moves the 3D point that projects to // the 2D point has 2 degrees of freedom so it can find the correct 3D point. { canvas->save(); canvas->concat(SkMatrix::MakeAll(SkBits2Float(0x3f54b255), SkBits2Float(0x3eb5a94d), SkBits2Float(0x443d7419), SkBits2Float(0x3f885d66), SkBits2Float(0x3f5a6b9c), SkBits2Float(0x443c7334), SkBits2Float(0x3aa95ea5), SkBits2Float(0xb8a1391e), SkBits2Float(0x3f84dde5))); SkRect rect = {SkBits2Float(0x00000000), SkBits2Float(0x00000000), SkBits2Float(0x40a00000), SkBits2Float(0x43100000)}; SkPoint clip[4] = {{SkBits2Float(0x405a654c), SkBits2Float(0x42e8c790)}, {SkBits2Float(0x3728c61b), SkBits2Float(0x42e7df31)}, {SkBits2Float(0xb678ecc5), SkBits2Float(0x412db4e0)}, {SkBits2Float(0x4024b2ad), SkBits2Float(0x413ab3ed)}}; SkCanvas::QuadAAFlags aaFlags = static_cast(0x00000004); SkColor4f color = {SkBits2Float(0x3f800000), SkBits2Float(0x3f800000), SkBits2Float(0x3f800000), SkBits2Float(0x3f800000)}; SkBlendMode mode = static_cast(0x00000003); canvas->experimental_DrawEdgeAAQuad(rect, clip, aaFlags, color, mode); canvas->restore(); } }