skia2/bench/ColorCubeBench.cpp
sugoi ce686270f5 Adding 3D lut color filter
Included in this cl is support for 3D textures.

BUG=skia:

Review URL: https://codereview.chromium.org/580863004
2014-10-09 05:27:23 -07:00

113 lines
3.4 KiB
C++

/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "Benchmark.h"
#include "SkCanvas.h"
#include "SkColorCubeFilter.h"
#include "SkGradientShader.h"
class ColorCubeBench : public Benchmark {
SkISize fSize;
int fCubeDimension;
SkData* fCubeData;
SkBitmap fBitmap;
public:
ColorCubeBench()
: fCubeDimension(0)
, fCubeData(NULL) {
fSize = SkISize::Make(2880, 1800); // 2014 Macbook Pro resolution
}
~ColorCubeBench() {
SkSafeUnref(fCubeData);
}
protected:
virtual const char* onGetName() SK_OVERRIDE {
return "colorcube";
}
virtual void onPreDraw() SK_OVERRIDE {
if (!SkToBool(fCubeData)) {
this->makeCubeData();
this->make_bitmap();
}
}
virtual void onDraw(const int loops, SkCanvas* canvas) SK_OVERRIDE {
this->test(loops, canvas);
}
virtual SkIPoint onGetSize() SK_OVERRIDE {
return SkIPoint::Make(fSize.width(), fSize.height());
}
private:
static SkShader* MakeLinear(const SkISize& size) {
const SkPoint pts[2] = {
{ 0, 0 },
{ SkIntToScalar(size.width()), SkIntToScalar(size.height()) }
};
static const SkColor colors[] = { SK_ColorYELLOW, SK_ColorBLUE };
return SkGradientShader::CreateLinear(
pts, colors, NULL, 2, SkShader::kRepeat_TileMode, 0, &SkMatrix::I());
}
void make_bitmap() {
fBitmap.allocN32Pixels(fSize.width(), fSize.height());
SkCanvas canvas(fBitmap);
canvas.clear(0x00000000);
SkPaint paint;
paint.setAntiAlias(true);
SkShader* shader = MakeLinear(fSize);
paint.setShader(shader);
SkRect r = { 0, 0, SkIntToScalar(fSize.width()), SkIntToScalar(fSize.height()) };
canvas.drawRect(r, paint);
shader->unref();
}
void makeCubeData() {
fCubeDimension = 32;
fCubeData = SkData::NewUninitialized(sizeof(SkColor) *
fCubeDimension * fCubeDimension * fCubeDimension);
SkColor* pixels = (SkColor*)(fCubeData->writable_data());
SkAutoMalloc lutMemory(fCubeDimension);
uint8_t* lut = (uint8_t*)lutMemory.get();
const int maxIndex = fCubeDimension - 1;
for (int i = 0; i < fCubeDimension; ++i) {
// Make an invert lut, but the content of
// the lut shouldn't affect performance.
lut[i] = ((maxIndex - i) * 255) / maxIndex;
}
for (int r = 0; r < fCubeDimension; ++r) {
for (int g = 0; g < fCubeDimension; ++g) {
for (int b = 0; b < fCubeDimension; ++b) {
pixels[(fCubeDimension * ((fCubeDimension * b) + g)) + r] =
SkColorSetARGB(0xFF, lut[r], lut[g], lut[b]);
}
}
}
}
void test(const int loops, SkCanvas* canvas) {
SkAutoTUnref<SkColorFilter> colorCube(
SkColorCubeFilter::Create(fCubeData, fCubeDimension));
SkPaint paint;
paint.setColorFilter(colorCube);
for (int i = 0; i < loops; i++) {
canvas->drawBitmap(fBitmap, 0, 0, &paint);
}
}
typedef Benchmark INHERITED;
};
///////////////////////////////////////////////////////////////////////////////
DEF_BENCH( return new ColorCubeBench(); )