blob: f268e5f42d357d6a536a64753ab62009c580a2a9 [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 "SkBitmapProcShader.h"
#include "SkColor.h"
#include "SkColorMatrixFilter.h"
#include "SkGradientShader.h"
#include "SkImage.h"
#include "SkPM4f.h"
#include "SkShader.h"
#include "Test.h"
#include "SkRandom.h"
const float kTolerance = 1.0f / (1 << 20);
static bool nearly_equal(float a, float b, float tol = kTolerance) {
SkASSERT(tol >= 0);
return fabsf(a - b) <= tol;
}
DEF_TEST(SkColor4f_FromColor, reporter) {
const struct {
SkColor fC;
SkColor4f fC4;
} recs[] = {
{ SK_ColorBLACK, { 0, 0, 0, 1 } },
{ SK_ColorWHITE, { 1, 1, 1, 1 } },
{ SK_ColorRED, { 1, 0, 0, 1 } },
{ SK_ColorGREEN, { 0, 1, 0, 1 } },
{ SK_ColorBLUE, { 0, 0, 1, 1 } },
{ 0, { 0, 0, 0, 0 } },
};
for (const auto& r : recs) {
SkColor4f c4 = SkColor4f::FromColor(r.fC);
REPORTER_ASSERT(reporter, c4 == r.fC4);
}
}
DEF_TEST(Color4f_premul, reporter) {
SkRandom rand;
for (int i = 0; i < 1000000; ++i) {
// First just test opaque colors, so that the premul should be exact
SkColor4f c4 {
rand.nextUScalar1(), rand.nextUScalar1(), rand.nextUScalar1(), 1
};
SkPM4f pm4 = c4.premul();
REPORTER_ASSERT(reporter, pm4.a() == c4.fA);
REPORTER_ASSERT(reporter, pm4.r() == c4.fA * c4.fR);
REPORTER_ASSERT(reporter, pm4.g() == c4.fA * c4.fG);
REPORTER_ASSERT(reporter, pm4.b() == c4.fA * c4.fB);
// We compare with a tolerance, in case our premul multiply is implemented at slightly
// different precision than the test code.
c4.fA = rand.nextUScalar1();
pm4 = c4.premul();
REPORTER_ASSERT(reporter, pm4.fVec[SK_A_INDEX] == c4.fA);
REPORTER_ASSERT(reporter, nearly_equal(pm4.r(), c4.fA * c4.fR));
REPORTER_ASSERT(reporter, nearly_equal(pm4.g(), c4.fA * c4.fG));
REPORTER_ASSERT(reporter, nearly_equal(pm4.b(), c4.fA * c4.fB));
}
}