Move ToolUtils::make_big_path() to bench/
The ToolUtils file is getting a bit bloated, IMO. I noticed this when working on Bazel includes. Including non-header files is a small nuisance in Bazel, so it is probably better to just make it its own compilation unit. Change-Id: I06ca3808a37ebef6478f5afa3f14086429899590 Bug: skia:12541 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/459197 Reviewed-by: Ben Wagner <bungeman@google.com>
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BUILD.gn
5
BUILD.gn
@ -2246,7 +2246,10 @@ if (skia_enable_tools) {
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}
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test_app("skpbench") {
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sources = [ "tools/skpbench/skpbench.cpp" ]
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sources = [
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"bench/BigPath.cpp",
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"tools/skpbench/skpbench.cpp",
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]
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deps = [
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":common_flags_config",
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":common_flags_gpu",
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5173
bench/BigPath.cpp
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5173
bench/BigPath.cpp
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16
bench/BigPath.h
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bench/BigPath.h
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@ -0,0 +1,16 @@
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/*
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* Copyright 2021 Google LLC
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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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#pragma once
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class SkPath;
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namespace BenchUtils {
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SkPath make_big_path();
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}
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@ -6,6 +6,7 @@
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*/
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#include "bench/Benchmark.h"
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#include "bench/BigPath.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkPath.h"
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#include "tools/ToolUtils.h"
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@ -42,7 +43,7 @@ protected:
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return SkIPoint::Make(640, 100);
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}
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void onDelayedSetup() override { fPath = ToolUtils::make_big_path(); }
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void onDelayedSetup() override { fPath = BenchUtils::make_big_path(); }
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void onDraw(int loops, SkCanvas* canvas) override {
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SkPaint paint;
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@ -13,6 +13,7 @@ bench_sources = [
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"$_bench/BenchLogger.cpp",
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"$_bench/Benchmark.cpp",
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"$_bench/BezierBench.cpp",
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"$_bench/BigPath.cpp",
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"$_bench/BigPathBench.cpp",
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"$_bench/BitmapRegionDecoderBench.cpp",
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"$_bench/BlendmodeBench.cpp",
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@ -576,7 +576,6 @@ DM_SRCS_ALL = struct(
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"tests/*.cpp",
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"tests/*.h",
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"tools/AutoreleasePool.h",
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"tools/BigPathBench.inc",
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"tools/BinaryAsset.h",
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"tools/CrashHandler.cpp",
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"tools/CrashHandler.h",
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@ -31,7 +31,6 @@
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#include <cmath>
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#include <cstring>
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#include <memory>
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namespace ToolUtils {
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@ -371,17 +370,6 @@ void create_tetra_normal_map(SkBitmap* bm, const SkIRect& dst) {
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}
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}
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#if !defined(__clang__) && defined(_MSC_VER)
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// MSVC takes ~2 minutes to compile this function with optimization.
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// We don't really care to wait that long for this function.
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#pragma optimize("", off)
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#endif
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SkPath make_big_path() {
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SkPathBuilder path;
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#include "BigPathBench.inc" // IWYU pragma: keep
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return path.detach();
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}
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bool copy_to(SkBitmap* dst, SkColorType dstColorType, const SkBitmap& src) {
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SkPixmap srcPM;
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if (!src.peekPixels(&srcPM)) {
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@ -149,8 +149,6 @@ void create_frustum_normal_map(SkBitmap* bm, const SkIRect& dst);
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void create_tetra_normal_map(SkBitmap* bm, const SkIRect& dst);
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SkPath make_big_path();
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// A helper object to test the topological sorting code (TopoSortBench.cpp & TopoSortTest.cpp)
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class TopoTestNode : public SkRefCnt {
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public:
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@ -5,6 +5,7 @@
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* found in the LICENSE file.
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*/
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#include "bench/BigPath.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkDeferredDisplayList.h"
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#include "include/core/SkGraphics.h"
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@ -687,7 +688,7 @@ static sk_sp<SkPicture> create_warmup_skp() {
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stroke.setStrokeWidth(2);
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// Use a big path to (theoretically) warmup the CPU.
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SkPath bigPath = ToolUtils::make_big_path();
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SkPath bigPath = BenchUtils::make_big_path();
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recording->drawPath(bigPath, stroke);
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// Use a perlin shader to warmup the GPU.
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