This change updates a small subset of benchmarks to flush the GrContext
between draw loops (specifically SKP benchmarks, SampleApp, and the
warmup in visualbench). This helps improve timing accuracy by not
allowing the gpu to batch across draw boundaries in the affected
benchmarks.
BUG=skia:
Review URL: https://codereview.chromium.org/1427533002
Let's make CPU-bound .SKP benching mimic Chrome's tiles.
Unfortunately, the CPU code also performs a lot better with those big wide tiles...
BUG=skia:
Review URL: https://codereview.chromium.org/1189863002
Initial experiments did show that the 256 tile size fixed the hd2000 win7
nanobot failures. However it did not have any effect on other bots, so this
change is to move back to the larger tile size on all bots expect for the
hd2000.
BUG=skia:
Review URL: https://codereview.chromium.org/1022083002
Going back to old nanobench tile size to see if the increase to tile is what has been
causing recent nanobench crashes. The crashes seem very nondeterministic and hard to
debug manually.
256x256 is too small of a tile to give accurate gpu results but if this fixes we can try some compromise in the middle
BUG=skia:
Review URL: https://codereview.chromium.org/1022823003
It is desirable that, when layer hoisting is disabled, the MPD and non-MPD timings be
roughly the same. Unfortunately, using a separate canvas for each tile (a requirement
for MPD) introduces its own discrepancy into the timing. Using a separate canvas for
each tile doesn't seem to make a difference for 8888 (see the non-MPD 8888 column below)
but slows down GPU rendering (see the non-MPD GPU column below). Since this is how
Chromium renders I propose switching to this regimen (even though it is "slowing down"
GPU rendering).
nanobench mean times (ms) with layer hoisting disabled (for desk_amazon.skp)
8888
MPD non-MPD
1 canvas (old-style) 0.628 1.71
separate (new-style) 0.795 1.63
GPU
MPD non-MPD
1 canvas (old-style) 2.34 1.69
separate (new-style) 2.32 2.66
Review URL: https://codereview.chromium.org/779643002
Two issues with the SKPBench tile computation were causing the MPD path to do more work:
The clip from the parent canvas wasn't being used to trim content off the edges of the MPD tiles
The non-MPD path was not taking the scale into account in its tile placement (resulting in it having fewer, larger active tiles when scaling).
Review URL: https://codereview.chromium.org/776273002