/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkBenchmark_DEFINED #define SkBenchmark_DEFINED #include "SkRefCnt.h" #include "SkPoint.h" #include "SkTRegistry.h" #define DEF_BENCH(code) \ static SkBenchmark* SK_MACRO_APPEND_LINE(F_)() { code; } \ static BenchRegistry SK_MACRO_APPEND_LINE(R_)(SK_MACRO_APPEND_LINE(F_)); /* * With the above macros, you can register benches as follows (at the bottom * of your .cpp) * * DEF_BENCH(return new MyBenchmark(...)) * DEF_BENCH(return new MyBenchmark(...)) * DEF_BENCH(return new MyBenchmark(...)) */ class SkCanvas; class SkPaint; class SkTriState { public: enum State { kDefault, kTrue, kFalse }; static const char* Name[]; }; class SkBenchmark : public SkRefCnt { public: SK_DECLARE_INST_COUNT(SkBenchmark) SkBenchmark(); const char* getName(); SkIPoint getSize(); // Call before draw, allows the benchmark to do setup work outside of the // timer. When a benchmark is repeatedly drawn, this should be called once // before the initial draw. void preDraw(); void draw(SkCanvas*); // Call after draw, allows the benchmark to do cleanup work outside of the // timer. When a benchmark is repeatedly drawn, this is only called once // after the last draw. void postDraw(); void setForceAlpha(int alpha) { fForceAlpha = alpha; } void setForceAA(bool aa) { fForceAA = aa; } void setForceFilter(bool filter) { fForceFilter = filter; } void setDither(SkTriState::State state) { fDither = state; } /** If true; the benchmark does rendering; if false, the benchmark doesn't, and so need not be re-run in every different rendering mode. */ bool isRendering() { return fIsRendering; } /** Assign masks for paint-flags. These will be applied when setupPaint() * is called. * * Performs the following on the paint: * uint32_t flags = paint.getFlags(); * flags &= ~clearMask; * flags |= orMask; * paint.setFlags(flags); */ void setPaintMasks(uint32_t orMask, uint32_t clearMask) { fOrMask = orMask; fClearMask = clearMask; } // The bench framework calls this to control the runtime of a bench. void setLoops(int loops) { fLoops = loops; } // Each bench should do its main work in a loop like this: // for (int i = 0; i < this->getLoops(); i++) { } int getLoops() const { return fLoops; } protected: virtual void setupPaint(SkPaint* paint); virtual const char* onGetName() = 0; virtual void onPreDraw() {} virtual void onDraw(SkCanvas*) = 0; virtual void onPostDraw() {} virtual SkIPoint onGetSize(); /// Defaults to true. bool fIsRendering; private: int fForceAlpha; bool fForceAA; bool fForceFilter; SkTriState::State fDither; uint32_t fOrMask, fClearMask; int fLoops; typedef SkRefCnt INHERITED; }; typedef SkTRegistry BenchRegistry; #endif