2015-03-25 20:43:34 +00:00
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/*
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* Copyright 2015 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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2015-02-23 18:04:34 +00:00
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#include "Benchmark.h"
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2015-08-31 22:26:08 +00:00
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#include "SkColor.h"
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#include "SkNx.h"
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2015-03-03 16:03:27 +00:00
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// Used to prevent the compiler from optimizing away the whole loop.
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volatile uint32_t blackhole = 0;
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// Not a great random number generator, but it's very fast.
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// The code we're measuring is quite fast, so low overhead is essential.
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static uint32_t lcg_rand(uint32_t* seed) {
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*seed *= 1664525;
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*seed += 1013904223;
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return *seed;
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}
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2015-02-23 18:04:34 +00:00
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2015-08-31 22:26:08 +00:00
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struct Sk4fBytesRoundtripBench : public Benchmark {
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Sk4fBytesRoundtripBench() {}
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2015-02-23 18:04:34 +00:00
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2015-08-31 22:26:08 +00:00
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const char* onGetName() override { return "Sk4f_roundtrip"; }
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2015-03-26 01:17:31 +00:00
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bool isSuitableFor(Backend backend) override { return backend == kNonRendering_Backend; }
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2015-02-23 18:04:34 +00:00
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2015-03-26 01:17:31 +00:00
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void onDraw(const int loops, SkCanvas* canvas) override {
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2015-03-03 16:03:27 +00:00
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// Unlike blackhole, junk can and probably will be a register.
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uint32_t junk = 0;
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uint32_t seed = 0;
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2015-02-23 18:04:34 +00:00
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for (int i = 0; i < loops; i++) {
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2015-08-31 22:26:08 +00:00
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uint32_t color = lcg_rand(&seed),
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back;
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auto f = Sk4f::FromBytes((const uint8_t*)&color);
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f.toBytes((uint8_t*)&back);
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Convert SkPMFloat to [0,1] range and prune its API.
Now that Sk4px exists, there's a lot less sense in eeking out every
cycle of speed from SkPMFloat: if we need to go _really_ fast, we
should use Sk4px. SkPMFloat's going to be used for things that are
already slow: large-range intermediates, divides, sqrts, etc.
A [0,1] range is easier to work with, and can even be faster if we
eliminate enough *255 and *1/255 steps. This is particularly true
on ARM, where NEON can do the *255 and /255 steps for us while
converting float<->int.
We have lots of experimental SkPMFloat <-> SkPMColor APIs that
I'm now removing. Of the existing APIs, roundClamp() is the sanest,
so I've kept only that, now called round(). The 4-at-a-time APIs
never panned out, so they're gone.
There will be small diffs on:
colormatrix coloremoji colorfilterimagefilter fadefilter imagefilters_xfermodes imagefilterscropexpand imagefiltersgraph tileimagefilter
BUG=skia:
Review URL: https://codereview.chromium.org/1201343004
2015-06-25 15:56:28 +00:00
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junk ^= back;
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2015-02-23 18:04:34 +00:00
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}
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2015-03-03 16:03:27 +00:00
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blackhole ^= junk;
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2015-02-23 18:04:34 +00:00
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}
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};
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2015-08-31 22:26:08 +00:00
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DEF_BENCH(return new Sk4fBytesRoundtripBench;)
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2015-03-26 01:13:02 +00:00
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2015-08-31 22:26:08 +00:00
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struct Sk4fGradientBench : public Benchmark {
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const char* onGetName() override { return "Sk4f_gradient"; }
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2015-03-26 01:13:02 +00:00
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bool isSuitableFor(Backend backend) override { return backend == kNonRendering_Backend; }
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SkPMColor fDevice[100];
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void onDraw(const int loops, SkCanvas*) override {
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2015-08-31 22:26:08 +00:00
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Sk4f c0(0,0,255,255),
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c1(255,0,0,255),
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2015-03-26 01:13:02 +00:00
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dc = c1 - c0,
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fx(0.1f),
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dx(0.002f),
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dcdx(dc*dx),
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dcdx4(dcdx+dcdx+dcdx+dcdx);
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for (int n = 0; n < loops; n++) {
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2015-08-31 22:26:08 +00:00
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Sk4f a = c0 + dc*fx + Sk4f(0.5f), // add an extra 0.5f to get rounding for free.
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2015-03-26 01:13:02 +00:00
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b = a + dcdx,
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c = b + dcdx,
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d = c + dcdx;
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for (size_t i = 0; i < SK_ARRAY_COUNT(fDevice); i += 4) {
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2015-08-31 22:26:08 +00:00
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a.toBytes((uint8_t*)(fDevice+i+0));
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b.toBytes((uint8_t*)(fDevice+i+1));
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c.toBytes((uint8_t*)(fDevice+i+2));
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d.toBytes((uint8_t*)(fDevice+i+3));
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2015-06-10 15:57:28 +00:00
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a = a + dcdx4;
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b = b + dcdx4;
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c = c + dcdx4;
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d = d + dcdx4;
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2015-03-26 01:13:02 +00:00
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}
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}
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}
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};
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2015-08-31 22:26:08 +00:00
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DEF_BENCH(return new Sk4fGradientBench;)
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