2015-09-08 14:08:11 +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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*/
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#ifndef VisualLightweightBenchModule_DEFINED
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#define VisualLightweightBenchModule_DEFINED
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#include "VisualModule.h"
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#include "ResultsWriter.h"
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#include "SkPicture.h"
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#include "Timer.h"
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#include "VisualBench.h"
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#include "VisualBenchmarkStream.h"
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class SkCanvas;
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/*
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* This module is designed to be a minimal overhead timing module for VisualBench
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*/
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class VisualLightweightBenchModule : public VisualModule {
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public:
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// TODO get rid of backpointer
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VisualLightweightBenchModule(VisualBench* owner);
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void draw(SkCanvas* canvas) override;
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2015-09-15 14:40:56 +00:00
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bool onHandleChar(SkUnichar c) override;
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2015-09-08 14:08:11 +00:00
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private:
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/*
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* The heart of visual bench is an event driven timing loop.
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* kPreWarmLoopsPerCanvasPreDraw_State: Before we begin timing, Benchmarks have a hook to
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* access the canvas. Then we prewarm before the autotune
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* loops step.
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* kPreWarmLoops_State: We prewarm the gpu before auto tuning to enter a steady
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* work state
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* kTuneLoops_State: Then we tune the loops of the benchmark to ensure we
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* are doing a measurable amount of work
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* kPreWarmTimingPerCanvasPreDraw_State: Because reset the context after tuning loops to ensure
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* coherent state, we need to give the benchmark
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* another hook
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* kPreWarmTiming_State: We prewarm the gpu again to enter a steady state
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* kTiming_State: Finally we time the benchmark. When finished timing
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* if we have enough samples then we'll start the next
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* benchmark in the kPreWarmLoopsPerCanvasPreDraw_State.
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* otherwise, we enter the
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* kPreWarmTimingPerCanvasPreDraw_State for another sample
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* In either case we reset the context.
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*/
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enum State {
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kPreWarmLoopsPerCanvasPreDraw_State,
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kPreWarmLoops_State,
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kTuneLoops_State,
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kPreWarmTimingPerCanvasPreDraw_State,
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kPreWarmTiming_State,
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kTiming_State,
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};
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void setTitle();
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bool setupBackend();
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void setupRenderTarget();
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void printStats();
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bool advanceRecordIfNecessary(SkCanvas*);
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inline void renderFrame(SkCanvas*);
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inline void nextState(State);
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void perCanvasPreDraw(SkCanvas*, State);
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void preWarm(State nextState);
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void scaleLoops(double elapsedMs);
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inline void tuneLoops();
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inline void timing(SkCanvas*);
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inline double elapsed();
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void resetTimingState();
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void postDraw(SkCanvas*);
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void recordMeasurement();
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struct Record {
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SkTArray<double> fMeasurements;
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};
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int fCurrentSample;
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int fCurrentFrame;
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int fLoops;
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SkTArray<Record> fRecords;
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WallTimer fTimer;
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State fState;
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SkAutoTDelete<VisualBenchmarkStream> fBenchmarkStream;
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SkAutoTUnref<Benchmark> fBenchmark;
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// support framework
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SkAutoTUnref<VisualBench> fOwner;
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SkAutoTDelete<ResultsWriter> fResults;
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typedef VisualModule INHERITED;
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};
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#endif
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