e9a3e3c17a
Now that Sk4px exists, there's a lot less sense in eeking out every cycle of speed from SkPMFloat: if we need to go _really_ fast, we should use Sk4px. SkPMFloat's going to be used for things that are already slow: large-range intermediates, divides, sqrts, etc. A [0,1] range is easier to work with, and can even be faster if we eliminate enough *255 and *1/255 steps. This is particularly true on ARM, where NEON can do the *255 and /255 steps for us while converting float<->int. We have lots of experimental SkPMFloat <-> SkPMColor APIs that I'm now removing. Of the existing APIs, roundClamp() is the sanest, so I've kept only that, now called round(). The 4-at-a-time APIs never panned out, so they're gone. There will be small diffs on: colormatrix coloremoji colorfilterimagefilter fadefilter imagefilters_xfermodes imagefilterscropexpand imagefiltersgraph tileimagefilter BUG=skia: Review URL: https://codereview.chromium.org/1201343004
86 lines
2.8 KiB
C++
86 lines
2.8 KiB
C++
/*
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* Copyright 2015 Google Inc.
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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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#include "Benchmark.h"
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#include "SkPMFloat.h"
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// Used to prevent the compiler from optimizing away the whole loop.
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volatile uint32_t blackhole = 0;
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// Not a great random number generator, but it's very fast.
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// The code we're measuring is quite fast, so low overhead is essential.
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static uint32_t lcg_rand(uint32_t* seed) {
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*seed *= 1664525;
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*seed += 1013904223;
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return *seed;
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}
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// I'm having better luck getting these to constant-propagate away as template parameters.
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struct PMFloatRoundtripBench : public Benchmark {
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PMFloatRoundtripBench() {}
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const char* onGetName() override { return "SkPMFloat_roundtrip"; }
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bool isSuitableFor(Backend backend) override { return backend == kNonRendering_Backend; }
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void onDraw(const int loops, SkCanvas* canvas) override {
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// Unlike blackhole, junk can and probably will be a register.
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uint32_t junk = 0;
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uint32_t seed = 0;
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for (int i = 0; i < loops; i++) {
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SkPMColor color;
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#ifdef SK_DEBUG
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// Our SkASSERTs will remind us that it's technically required that we premultiply.
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color = SkPreMultiplyColor(lcg_rand(&seed));
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#else
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// But it's a lot faster not to, and this code won't really mind the non-PM colors.
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color = lcg_rand(&seed);
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#endif
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auto f = SkPMFloat::FromPMColor(color);
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SkPMColor back = f.round();
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junk ^= back;
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}
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blackhole ^= junk;
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}
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};
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DEF_BENCH(return new PMFloatRoundtripBench;)
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struct PMFloatGradientBench : public Benchmark {
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const char* onGetName() override { return "PMFloat_gradient"; }
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bool isSuitableFor(Backend backend) override { return backend == kNonRendering_Backend; }
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SkPMColor fDevice[100];
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void onDraw(const int loops, SkCanvas*) override {
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Sk4f c0 = SkPMFloat::FromARGB(1, 1, 0, 0),
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c1 = SkPMFloat::FromARGB(1, 0, 0, 1),
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dc = c1 - c0,
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fx(0.1f),
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dx(0.002f),
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dcdx(dc*dx),
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dcdx4(dcdx+dcdx+dcdx+dcdx);
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for (int n = 0; n < loops; n++) {
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Sk4f a = c0 + dc*fx,
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b = a + dcdx,
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c = b + dcdx,
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d = c + dcdx;
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for (size_t i = 0; i < SK_ARRAY_COUNT(fDevice); i += 4) {
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fDevice[i+0] = SkPMFloat(a).round();
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fDevice[i+1] = SkPMFloat(b).round();
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fDevice[i+2] = SkPMFloat(c).round();
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fDevice[i+3] = SkPMFloat(d).round();
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a = a + dcdx4;
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b = b + dcdx4;
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c = c + dcdx4;
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d = d + dcdx4;
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}
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}
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}
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};
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DEF_BENCH(return new PMFloatGradientBench;)
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