Trim the fat off SkPMFloat bench.
This bench was ~75% overhead, ~25% good bench. It is now just about the opposite: about 30% of the runtime is loop and random number overhead, and about 70% of the time is spent doing SkPMColor <-> SkPMFloat work. BUG=skia: NOPRESUBMIT=true Review URL: https://codereview.chromium.org/968133005
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@ -1,6 +1,16 @@
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#include "Benchmark.h"
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#include "SkPMFloat.h"
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#include "SkRandom.h"
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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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struct PMFloatBench : public Benchmark {
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explicit PMFloatBench(bool clamp) : fClamp(clamp) {}
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@ -9,14 +19,23 @@ struct PMFloatBench : public Benchmark {
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bool isSuitableFor(Backend backend) SK_OVERRIDE { return backend == kNonRendering_Backend; }
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void onDraw(const int loops, SkCanvas* canvas) SK_OVERRIDE {
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SkRandom rand;
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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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for (int i = 0; i < loops; i++) {
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SkPMColor c = SkPreMultiplyColor(rand.nextU());
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#ifdef SK_DEBUG
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// Our SkASSERTs will remind us that it's technically required that we premultiply.
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SkPMColor c = SkPreMultiplyColor(lcg_rand(&seed));
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#else
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// But it's a lot faster not to, and this code won't really mind the non-PM colors.
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SkPMColor c = lcg_rand(&seed);
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#endif
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SkPMFloat pmf;
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pmf.set(c);
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SkPMColor back = fClamp ? pmf.clamped() : pmf.get();
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if (c != back) { SkFAIL("no joy"); } // This conditional makes this not compile away.
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junk ^= back;
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}
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blackhole ^= junk;
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}
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bool fClamp;
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