/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "bench/Benchmark.h" #include "include/core/SkCanvas.h" #include "include/core/SkPaint.h" #include "include/core/SkPictureRecorder.h" #include "include/core/SkSurface.h" #include "include/effects/SkShaderMaskFilter.h" #include "src/shaders/SkPictureShader.h" static sk_sp make_bitmap_shader() { SkPaint p; p.setColor(SK_ColorBLACK); p.setAntiAlias(true); auto surface = SkSurface::MakeRasterN32Premul(100, 100); surface->getCanvas()->drawCircle(50, 50, 50, p); return surface->makeImageSnapshot()->makeShader(SkTileMode::kRepeat, SkTileMode::kRepeat, SkSamplingOptions()); } static sk_sp make_picture_shader() { SkPaint p; p.setColor(SK_ColorBLACK); p.setAntiAlias(true); SkPictureRecorder recorder; recorder.beginRecording(100, 100)->drawCircle(50, 50, 50, p); return recorder.finishRecordingAsPicture()->makeShader(SkTileMode::kRepeat, SkTileMode::kRepeat, SkFilterMode::kNearest); } class ShaderMFBench final : public Benchmark { public: using ShaderMaker = sk_sp(*)(); ShaderMFBench(const char* nm, bool opaque, const ShaderMaker& maker) { fMaskFilter = SkShaderMaskFilter::Make(maker()); fColor = opaque ? 0xff00ff00 : 0x8000ff00; fName = SkStringPrintf("shadermaskfilter_%s_%x", nm, SkColorGetA(fColor)); } protected: const char* onGetName() override { return fName.c_str(); } void onDraw(int loops, SkCanvas* canvas) override { SkPaint maskPaint; maskPaint.setMaskFilter(fMaskFilter); for (int i = 0; i < loops; ++i) { SkAutoCanvasRestore arc(canvas, false); canvas->saveLayer(nullptr, &maskPaint); canvas->drawColor(fColor); } } private: SkString fName; sk_sp fMaskFilter; SkColor fColor; using INHERITED = Benchmark; }; DEF_BENCH( return new ShaderMFBench("bitmap" , true , make_bitmap_shader ); ) DEF_BENCH( return new ShaderMFBench("bitmap" , false, make_bitmap_shader ); ) DEF_BENCH( return new ShaderMFBench("picture", true , make_picture_shader); ) DEF_BENCH( return new ShaderMFBench("picture", false, make_picture_shader); )