Minor cleanup in nanobench
Simplify time() by removing conditionals; reduce the amount of parameter passing. Add a convenience function to Target. R=mtklein@google.com BUG=skia:3595 Review URL: https://codereview.chromium.org/1039253002
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@ -102,10 +102,7 @@ bool Target::init(SkImageInfo info, Benchmark* bench) {
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return true;
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}
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bool Target::capturePixels(SkBitmap* bmp) {
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if (!this->surface.get()) {
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return false;
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}
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SkCanvas* canvas = this->surface->getCanvas();
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SkCanvas* canvas = this->getCanvas();
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if (!canvas) {
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return false;
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}
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@ -168,24 +165,19 @@ struct GPUTarget : public Target {
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#endif
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static double time(int loops, Benchmark* bench, SkCanvas* canvas, Target* target) {
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static double time(int loops, Benchmark* bench, Target* target) {
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SkCanvas* canvas = target->getCanvas();
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if (canvas) {
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canvas->clear(SK_ColorWHITE);
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}
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WallTimer timer;
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timer.start();
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if (target) {
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canvas = target->beginTiming(canvas);
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}
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if (bench) {
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bench->draw(loops, canvas);
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}
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canvas = target->beginTiming(canvas);
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bench->draw(loops, canvas);
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if (canvas) {
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canvas->flush();
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}
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if (target) {
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target->endTiming();
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}
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target->endTiming();
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timer.end();
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return timer.fWall;
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}
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@ -193,7 +185,10 @@ static double time(int loops, Benchmark* bench, SkCanvas* canvas, Target* target
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static double estimate_timer_overhead() {
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double overhead = 0;
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for (int i = 0; i < FLAGS_overheadLoops; i++) {
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overhead += time(1, NULL, NULL, NULL);
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WallTimer timer;
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timer.start();
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timer.end();
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overhead += timer.fWall;
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}
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return overhead / FLAGS_overheadLoops;
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}
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@ -224,8 +219,8 @@ static bool write_canvas_png(Target* target, const SkString& filename) {
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if (filename.isEmpty()) {
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return false;
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}
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if (target->surface.get() && target->surface->getCanvas() &&
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kUnknown_SkColorType == target->surface->getCanvas()->imageInfo().colorType()) {
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if (target->getCanvas() &&
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kUnknown_SkColorType == target->getCanvas()->imageInfo().colorType()) {
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return false;
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}
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@ -253,7 +248,7 @@ static bool write_canvas_png(Target* target, const SkString& filename) {
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}
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static int kFailedLoops = -2;
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static int cpu_bench(const double overhead, Benchmark* bench, SkCanvas* canvas, double* samples) {
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static int cpu_bench(const double overhead, Target* target, Benchmark* bench, double* samples) {
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// First figure out approximately how many loops of bench it takes to make overhead negligible.
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double bench_plus_overhead = 0.0;
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int round = 0;
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@ -264,7 +259,7 @@ static int cpu_bench(const double overhead, Benchmark* bench, SkCanvas* canvas,
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bench->getUniqueName(), HUMANIZE(bench_plus_overhead), HUMANIZE(overhead));
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return kFailedLoops;
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}
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bench_plus_overhead = time(1, bench, canvas, NULL);
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bench_plus_overhead = time(1, bench, target);
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}
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}
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@ -295,14 +290,13 @@ static int cpu_bench(const double overhead, Benchmark* bench, SkCanvas* canvas,
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}
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for (int i = 0; i < FLAGS_samples; i++) {
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samples[i] = time(loops, bench, canvas, NULL) / loops;
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samples[i] = time(loops, bench, target) / loops;
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}
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return loops;
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}
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static int gpu_bench(Target* target,
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Benchmark* bench,
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SkCanvas* canvas,
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double* samples) {
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// First, figure out how many loops it'll take to get a frame up to FLAGS_gpuMs.
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int loops = FLAGS_loops;
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@ -320,7 +314,7 @@ static int gpu_bench(Target* target,
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// _this_ round, not still timing last round. We force this by looping
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// more times than any reasonable GPU will allow frames to lag.
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for (int i = 0; i < FLAGS_gpuFrameLag; i++) {
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elapsed = time(loops, bench, canvas, target);
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elapsed = time(loops, bench, target);
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}
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} while (elapsed < FLAGS_gpuMs);
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@ -337,12 +331,12 @@ static int gpu_bench(Target* target,
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// Pretty much the same deal as the calibration: do some warmup to make
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// sure we're timing steady-state pipelined frames.
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for (int i = 0; i < FLAGS_gpuFrameLag; i++) {
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time(loops, bench, canvas, target);
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time(loops, bench, target);
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}
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// Now, actually do the timing!
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for (int i = 0; i < FLAGS_samples; i++) {
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samples[i] = time(loops, bench, canvas, target) / loops;
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samples[i] = time(loops, bench, target) / loops;
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}
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return loops;
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@ -839,7 +833,7 @@ int nanobench_main() {
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}
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for (int j = 0; j < targets.count(); j++) {
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// During HWUI output this canvas may be NULL.
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SkCanvas* canvas = targets[j]->surface.get() ? targets[j]->surface->getCanvas() : NULL;
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SkCanvas* canvas = targets[j]->getCanvas();
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const char* config = targets[j]->config.name;
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targets[j]->setup();
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@ -847,8 +841,8 @@ int nanobench_main() {
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const int loops =
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targets[j]->needsFrameTiming()
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? gpu_bench(targets[j], bench.get(), canvas, samples.get())
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: cpu_bench(overhead, bench.get(), canvas, samples.get());
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? gpu_bench(targets[j], bench.get(), samples.get())
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: cpu_bench(overhead, targets[j], bench.get(), samples.get());
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bench->perCanvasPostDraw(canvas);
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@ -47,7 +47,8 @@ struct Target {
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virtual void setup() { }
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/** Called *after* the clock timer is started, before the benchmark
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is drawn. */
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is drawn. Most back ends just return the canvas passed in,
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but some may replace it. */
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virtual SkCanvas* beginTiming(SkCanvas* canvas) { return canvas; }
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/** Called *after* a benchmark is drawn, but before the clock timer
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@ -74,6 +75,13 @@ struct Target {
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/** Writes any config-specific data to the log. */
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virtual void fillOptions(ResultsWriter*) { }
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SkCanvas* getCanvas() const {
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if (!surface.get()) {
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return NULL;
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}
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return surface->getCanvas();
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}
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};
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#endif // nanobench_DEFINED
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