a9ceaf5364
This saves a bunch of CPU time in DM, and even better, lets us tear it down! BUG=skia: R=robertphillips@google.com, mtklein@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/612603002
114 lines
3.3 KiB
C++
114 lines
3.3 KiB
C++
#include "DMQuiltTask.h"
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#include "DMUtil.h"
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#include "DMWriteTask.h"
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#include "SkBBHFactory.h"
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#include "SkCommandLineFlags.h"
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#include "SkPicture.h"
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#include "SkTaskGroup.h"
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DEFINE_bool(quilt, true, "If true, draw GM via a picture into a quilt of small tiles and compare.");
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DEFINE_int32(quiltTile, 256, "Dimension of (square) quilt tile.");
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namespace DM {
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static const char* kBBHs[] = { "nobbh", "rtree", "tilegrid" };
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QuiltTask::QuiltTask(const Task& parent, skiagm::GM* gm, SkBitmap reference, QuiltTask::BBH bbh)
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: CpuTask(parent)
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, fBBH(bbh)
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, fName(UnderJoin(parent.name().c_str(), kBBHs[bbh]))
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, fGM(gm)
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, fReference(reference)
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{}
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static int tiles_needed(int fullDimension, int tileDimension) {
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return (fullDimension + tileDimension - 1) / tileDimension;
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}
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class Tile : public SkRunnable {
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public:
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Tile(int x, int y, const SkPicture& picture, SkBitmap* quilt)
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: fX(x * FLAGS_quiltTile)
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, fY(y * FLAGS_quiltTile)
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, fPicture(picture)
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, fQuilt(quilt) {}
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virtual void run() SK_OVERRIDE {
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SkBitmap tile;
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fQuilt->extractSubset(&tile, SkIRect::MakeXYWH(fX, fY, FLAGS_quiltTile, FLAGS_quiltTile));
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SkCanvas tileCanvas(tile);
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tileCanvas.translate(SkIntToScalar(-fX), SkIntToScalar(-fY));
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fPicture.playback(&tileCanvas);
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tileCanvas.flush();
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delete this;
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}
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private:
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const int fX, fY;
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const SkPicture& fPicture;
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SkBitmap* fQuilt;
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};
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void QuiltTask::draw() {
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SkAutoTDelete<SkBBHFactory> factory;
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switch (fBBH) {
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case kNone_BBH: break;
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case kRTree_BBH:
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factory.reset(SkNEW(SkRTreeFactory));
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break;
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case kTileGrid_BBH: {
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const SkTileGridFactory::TileGridInfo tiles = {
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{ FLAGS_quiltTile, FLAGS_quiltTile },
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/*overlap: */{0, 0},
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/*offset: */{0, 0},
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};
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factory.reset(SkNEW_ARGS(SkTileGridFactory, (tiles)));
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break;
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}
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}
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// A couple GMs draw wrong when using a bounding box hierarchy.
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// This almost certainly means we have a bug to fix, but for now
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// just draw without a bounding box hierarchy.
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if (fGM->getFlags() & skiagm::GM::kNoBBH_Flag) {
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factory.reset(NULL);
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}
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SkAutoTUnref<const SkPicture> recorded(RecordPicture(fGM.get(), factory.get()));
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SkBitmap full;
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AllocatePixels(fReference, &full);
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if (fGM->getFlags() & skiagm::GM::kSkipTiled_Flag) {
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// Some GMs don't draw exactly the same when tiled. Draw them in one go.
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SkCanvas canvas(full);
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recorded->playback(&canvas);
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canvas.flush();
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} else {
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// Draw tiles in parallel into the same bitmap, simulating aggressive impl-side painting.
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SkTaskGroup tg;
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for (int y = 0; y < tiles_needed(full.height(), FLAGS_quiltTile); y++) {
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for (int x = 0; x < tiles_needed(full.width(), FLAGS_quiltTile); x++) {
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// Deletes itself when done.
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tg.add(new Tile(x, y, *recorded, &full));
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}
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}
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}
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if (!BitmapsEqual(full, fReference)) {
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this->fail();
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this->spawnChild(SkNEW_ARGS(WriteTask, (*this, "GM", full)));
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}
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}
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bool QuiltTask::shouldSkip() const {
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if (fGM->getFlags() & skiagm::GM::kSkipPicture_Flag) {
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return true;
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}
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return !FLAGS_quilt;
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}
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} // namespace DM
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