skia2/tools/flags/SkCommonFlags.cpp

166 lines
6.6 KiB
C++
Raw Normal View History

/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrContextOptions.h"
#include "SkCommonFlags.h"
#include "SkExecutor.h"
#include "SkOnce.h"
#include "SkOSFile.h"
#include "SkOSPath.h"
DEFINE_bool(cpu, true, "master switch for running CPU-bound work.");
DEFINE_bool(dryRun, false,
"just print the tests that would be run, without actually running them.");
DEFINE_bool(gpu, true, "master switch for running GPU-bound work.");
DEFINE_string(images, "", "List of images and/or directories to decode. A directory with no images"
" is treated as a fatal error.");
DEFINE_string(colorImages, "", "List of images and/or directories to decode with color correction. "
"A directory with no images is treated as a fatal error.");
DEFINE_bool(simpleCodec, false, "Runs of a subset of the codec tests. "
"For DM, this means no scaling or subsetting, always using the "
"canvas color type. "
"For nanobench, this means always N32, Premul or Opaque.");
DEFINE_string2(match, m, nullptr,
"[~][^]substring[$] [...] of GM name to run.\n"
"Multiple matches may be separated by spaces.\n"
"~ causes a matching GM to always be skipped\n"
"^ requires the start of the GM to match\n"
"$ requires the end of the GM to match\n"
"^ and $ requires an exact match\n"
"If a GM does not match any list entry,\n"
"it is skipped unless some list entry starts with ~");
DEFINE_bool2(quiet, q, false, "if true, don't print status updates.");
DEFINE_bool(preAbandonGpuContext, false, "Test abandoning the GrContext before running the test.");
DEFINE_bool(abandonGpuContext, false, "Test abandoning the GrContext after running each test.");
DEFINE_bool(releaseAndAbandonGpuContext, false,
"Test releasing all gpu resources and abandoning the GrContext after running each "
"test");
DEFINE_bool(disableDriverCorrectnessWorkarounds, false, "Disables all GPU driver correctness "
"workarounds");
DEFINE_string(skps, "skps", "Directory to read skps from.");
DEFINE_string(jsons, "", "Directory to read Bodymovin JSONs from, or a single JSON file.");
DEFINE_string(svgs, "", "Directory to read SVGs from, or a single SVG file.");
DEFINE_int32_2(threads, j, -1, "Run threadsafe tests on a threadpool with this many extra threads, "
"defaulting to one extra thread per core.");
DEFINE_bool2(verbose, v, false, "enable verbose output from the test driver.");
DEFINE_bool2(veryVerbose, V, false, "tell individual tests to be verbose.");
DEFINE_string2(writePath, w, "", "If set, write bitmaps here as .pngs.");
DEFINE_string(key, "",
"Space-separated key/value pairs to add to JSON identifying this builder.");
DEFINE_string(properties, "",
"Space-separated key/value pairs to add to JSON identifying this run.");
DEFINE_bool2(pre_log, p, false, "Log before running each test. May be incomprehensible when threading");
DEFINE_bool(analyticAA, true, "If false, disable analytic anti-aliasing");
DEFINE_bool(forceAnalyticAA, false, "Force analytic anti-aliasing even if the path is complicated: "
"whether it's concave or convex, we consider a path complicated"
"if its number of points is comparable to its resolution.");
#if defined(SK_SUPPORT_LEGACY_DELTA_AA) || (defined(_MSC_VER) && !defined(__clang__))
constexpr bool kDefaultDeltaAA = false;
#else
constexpr bool kDefaultDeltaAA = true;
#endif
DEFINE_bool(deltaAA, kDefaultDeltaAA,
New analytic AA scan converter using delta (I call it DAA for now) DAA is: 1. Much simpler than AAA. SkScan_AAAPath.cpp is about 1700 lines. SkScan_DAAPath.cpp is about 300 lines. The whole DAA CL is only about 800 lines. 2. Much faster than AAA for complicated paths. The speedup applies to GL backend (including ccpr)! Here's the frame time of 'SampleApp --slide Chart' on macbook pro: AAA-raster: 33ms DAA-raster: 21ms AAA-gl: 30ms DAA-gl: 20ms AAA-ccpr: 18ms DAA-ccpr: 12ms My linux desktop doesn't have SSE3 so the speedup is smaller (~25% for Chart). I believe that DAA is so fast that I can enable it for any paths (AAA is not enabled by default for complicated paths because it is slow; hence our older supersampling scan converter is used for stroking on Chart for AAA-xxx config.) 3. The SkCoverageDelta is suitable for threaded backend with out-of-order concurrent scan conversion as commented in the source code. Maybe we can also just send deltas to GPU. 4. Similar to most analytic path renderers, the quality is on the best ground-truth level, unless there are intersections within a pixel. The intersections look good to my eyes although theoretically that could be arbitrary far from the ground truth (see my AAA slides). 5. For simple paths, such as circle, triangle, rrect, etc., DAA is slower than AAA. But DAA is faster than our older supersampling scan converter in most cases. As those simple paths usually don't constitute the bottleneck of a picture (skp or svg), I strongly recommend use DAA. 6. DAA also heavily favors blitMask so it may work quite well with SkRasterPipeline and SkRasterPipelineBlitter. Finally, please check https://skia-review.googlesource.com/c/22420/ which accelerate DAA by specializing blitCoverageDeltas for SkARGB32_Blitter and SkARGB32_Black_Blitter. It brings a little(<5%) speedup. But I couldn't figure out how to reduce the duplicate code so I don't intend to land it. Bug: skia: Change-Id: I3b7ed6a727447922e645b1acb737a506e7c09a4c Reviewed-on: https://skia-review.googlesource.com/19666 Reviewed-by: Mike Reed <reed@google.com> Reviewed-by: Cary Clark <caryclark@google.com> Commit-Queue: Yuqian Li <liyuqian@google.com>
2017-07-25 15:26:31 +00:00
"If true, use delta anti-aliasing in suitable cases (it overrides forceAnalyticAA.");
DEFINE_bool(forceDeltaAA, false, "Force delta anti-aliasing for all paths.");
bool CollectImages(SkCommandLineFlags::StringArray images, SkTArray<SkString>* output) {
SkASSERT(output);
static const char* const exts[] = {
"bmp", "gif", "jpg", "jpeg", "png", "webp", "ktx", "astc", "wbmp", "ico",
"BMP", "GIF", "JPG", "JPEG", "PNG", "WEBP", "KTX", "ASTC", "WBMP", "ICO",
#ifdef SK_HAS_HEIF_LIBRARY
"heic",
"HEIC",
#endif
#ifdef SK_CODEC_DECODES_RAW
"arw", "cr2", "dng", "nef", "nrw", "orf", "raf", "rw2", "pef", "srw",
"ARW", "CR2", "DNG", "NEF", "NRW", "ORF", "RAF", "RW2", "PEF", "SRW",
#endif
};
for (int i = 0; i < images.count(); ++i) {
const char* flag = images[i];
if (!sk_exists(flag)) {
SkDebugf("%s does not exist!\n", flag);
return false;
}
if (sk_isdir(flag)) {
// If the value passed in is a directory, add all the images
bool foundAnImage = false;
for (const char* ext : exts) {
SkOSFile::Iter it(flag, ext);
SkString file;
while (it.next(&file)) {
foundAnImage = true;
output->push_back() = SkOSPath::Join(flag, file.c_str());
}
}
if (!foundAnImage) {
SkDebugf("No supported images found in %s!\n", flag);
return false;
}
} else {
// Also add the value if it is a single image
output->push_back() = flag;
}
}
return true;
}
#if SK_SUPPORT_GPU
#include "SkCommonFlagsGpu.h"
DEFINE_int32(gpuThreads, 2, "Create this many extra threads to assist with GPU work, "
"including software path rendering. Defaults to two.");
DEFINE_bool(cachePathMasks, true, "Allows path mask textures to be cached in GPU configs.");
DEFINE_bool(noGS, false, "Disables support for geometry shaders.");
DEFINE_string(pr, "default",
"Set of enabled gpu path renderers. Defined as a list of: "
"[[~]all [~]default [~]dashline [~]nvpr [~]msaa [~]aaconvex "
"[~]aalinearizing [~]small [~]tess]");
void SetCtxOptionsFromCommonFlags(GrContextOptions* ctxOptions) {
static std::unique_ptr<SkExecutor> gGpuExecutor = (0 != FLAGS_gpuThreads)
? SkExecutor::MakeFIFOThreadPool(FLAGS_gpuThreads) : nullptr;
ctxOptions->fExecutor = gGpuExecutor.get();
ctxOptions->fAllowPathMaskCaching = FLAGS_cachePathMasks;
ctxOptions->fSuppressGeometryShaders = FLAGS_noGS;
ctxOptions->fGpuPathRenderers = CollectGpuPathRenderersFromFlags();
ctxOptions->fDisableDriverCorrectnessWorkarounds = FLAGS_disableDriverCorrectnessWorkarounds;
}
#endif