2011-07-28 14:26:00 +00:00
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/*
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* Copyright 2011 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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2009-01-05 03:34:50 +00:00
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2014-06-19 19:32:29 +00:00
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#ifndef Benchmark_DEFINED
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#define Benchmark_DEFINED
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2009-01-05 03:34:50 +00:00
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#include "SkPoint.h"
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2014-06-19 19:32:29 +00:00
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#include "SkRefCnt.h"
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2013-09-25 21:42:12 +00:00
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#include "SkString.h"
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2009-01-26 23:15:37 +00:00
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#include "SkTRegistry.h"
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2009-01-05 03:34:50 +00:00
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2015-05-13 18:54:00 +00:00
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#define DEF_BENCH3(code, N) \
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static BenchRegistry gBench##N([](void*) -> Benchmark* { code; });
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#define DEF_BENCH2(code, N) DEF_BENCH3(code, N)
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#define DEF_BENCH(code) DEF_BENCH2(code, __COUNTER__)
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2012-10-16 15:57:13 +00:00
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/*
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* With the above macros, you can register benches as follows (at the bottom
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* of your .cpp)
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*
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2013-09-13 19:52:27 +00:00
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* DEF_BENCH(return new MyBenchmark(...))
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* DEF_BENCH(return new MyBenchmark(...))
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* DEF_BENCH(return new MyBenchmark(...))
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2012-10-16 15:57:13 +00:00
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*/
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2009-01-05 03:34:50 +00:00
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class SkCanvas;
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2009-01-19 20:08:35 +00:00
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class SkPaint;
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2009-01-05 03:34:50 +00:00
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2009-10-19 17:39:46 +00:00
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class SkTriState {
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public:
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enum State {
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kDefault,
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kTrue,
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kFalse
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};
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2013-09-10 19:23:38 +00:00
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static const char* Name[];
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2009-10-19 17:39:46 +00:00
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};
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2014-06-19 19:32:29 +00:00
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class Benchmark : public SkRefCnt {
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2009-01-05 03:34:50 +00:00
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public:
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2014-06-19 19:32:29 +00:00
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Benchmark();
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2009-01-19 20:08:35 +00:00
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2009-01-05 03:34:50 +00:00
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const char* getName();
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2014-09-10 19:05:59 +00:00
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const char* getUniqueName();
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2009-01-05 03:34:50 +00:00
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SkIPoint getSize();
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2012-08-13 14:03:31 +00:00
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2013-11-21 06:21:58 +00:00
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enum Backend {
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kNonRendering_Backend,
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kRaster_Backend,
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kGPU_Backend,
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kPDF_Backend,
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2015-03-26 18:28:06 +00:00
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kHWUI_Backend,
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2013-11-21 06:21:58 +00:00
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};
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// Call to determine whether the benchmark is intended for
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// the rendering mode.
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virtual bool isSuitableFor(Backend backend) {
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return backend != kNonRendering_Backend;
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}
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2015-06-25 17:51:56 +00:00
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virtual int calculateLoops(int defaultLoops) const {
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return defaultLoops;
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}
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2012-08-13 14:03:31 +00:00
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// Call before draw, allows the benchmark to do setup work outside of the
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// timer. When a benchmark is repeatedly drawn, this should be called once
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// before the initial draw.
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2015-09-30 19:11:07 +00:00
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void delayedSetup();
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2012-08-13 14:03:31 +00:00
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2014-11-21 14:19:36 +00:00
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// Called once before and after a series of draw calls to a single canvas.
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// The setup/break down in these calls is not timed.
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void perCanvasPreDraw(SkCanvas*);
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void perCanvasPostDraw(SkCanvas*);
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2015-09-30 19:11:07 +00:00
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// Called just before and after each call to draw(). Not timed.
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void preDraw(SkCanvas*);
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void postDraw(SkCanvas*);
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2013-12-03 18:17:16 +00:00
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// Bench framework can tune loops to be large enough for stable timing.
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2015-10-01 16:43:39 +00:00
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void draw(int loops, SkCanvas*);
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2012-08-13 14:03:31 +00:00
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2009-01-19 20:08:35 +00:00
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void setForceAlpha(int alpha) {
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fForceAlpha = alpha;
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}
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2012-08-23 18:09:54 +00:00
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2009-10-19 17:39:46 +00:00
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void setDither(SkTriState::State state) {
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fDither = state;
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}
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2009-09-02 21:12:42 +00:00
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2013-05-29 15:39:54 +00:00
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/** Assign masks for paint-flags. These will be applied when setupPaint()
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* is called.
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*
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* Performs the following on the paint:
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* uint32_t flags = paint.getFlags();
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* flags &= ~clearMask;
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* flags |= orMask;
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* paint.setFlags(flags);
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*/
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void setPaintMasks(uint32_t orMask, uint32_t clearMask) {
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fOrMask = orMask;
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fClearMask = clearMask;
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}
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2015-06-30 14:43:14 +00:00
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/*
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* Benches which support running in a visual mode can advertise this functionality
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*/
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virtual bool isVisual() { return false; }
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2015-10-05 20:58:26 +00:00
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/*
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* VisualBench frequently resets the canvas. As a result we need to bulk call all of the hooks
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*/
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void preTimingHooks(SkCanvas* canvas) {
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this->perCanvasPreDraw(canvas);
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this->preDraw(canvas);
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}
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void postTimingHooks(SkCanvas* canvas) {
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this->postDraw(canvas);
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this->perCanvasPostDraw(canvas);
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}
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2015-12-02 17:05:37 +00:00
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virtual void getGpuStats(SkCanvas*, SkTArray<SkString>* keys, SkTArray<double>* values) {}
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2009-01-05 03:34:50 +00:00
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protected:
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2012-11-15 19:52:20 +00:00
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virtual void setupPaint(SkPaint* paint);
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2009-01-19 20:08:35 +00:00
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2009-01-05 03:34:50 +00:00
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virtual const char* onGetName() = 0;
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2014-09-10 19:05:59 +00:00
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virtual const char* onGetUniqueName() { return this->onGetName(); }
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2015-09-30 19:11:07 +00:00
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virtual void onDelayedSetup() {}
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2014-11-21 14:19:36 +00:00
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virtual void onPerCanvasPreDraw(SkCanvas*) {}
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virtual void onPerCanvasPostDraw(SkCanvas*) {}
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2015-09-30 19:11:07 +00:00
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virtual void onPreDraw(SkCanvas*) {}
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virtual void onPostDraw(SkCanvas*) {}
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2013-12-03 18:17:16 +00:00
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// Each bench should do its main work in a loop like this:
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// for (int i = 0; i < loops; i++) { <work here> }
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2015-10-01 16:43:39 +00:00
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virtual void onDraw(int loops, SkCanvas*) = 0;
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2009-01-26 23:15:37 +00:00
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virtual SkIPoint onGetSize();
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2009-01-19 20:08:35 +00:00
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private:
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int fForceAlpha;
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2009-10-19 17:39:46 +00:00
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SkTriState::State fDither;
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2013-05-29 15:39:54 +00:00
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uint32_t fOrMask, fClearMask;
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2012-06-21 20:25:03 +00:00
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typedef SkRefCnt INHERITED;
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2009-01-05 03:34:50 +00:00
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};
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2014-06-19 19:32:29 +00:00
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typedef SkTRegistry<Benchmark*(*)(void*)> BenchRegistry;
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2009-01-26 23:15:37 +00:00
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2009-01-05 03:34:50 +00:00
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#endif
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