skia2/tools/VisualBench/VisualLightweightBenchModule.h
jvanverth f5d1b2de03 Add viewer mode to VisualBench.
Displays each benchmark/skp with a graph showing a series of frame times.
Use the space bar to skip to the next benchmark.

Adds an option to hit ESC to quit VisualBench. Useful in fullscreen mode.

Review URL: https://codereview.chromium.org/1336043003
2015-09-15 07:40:56 -07:00

101 lines
3.4 KiB
C++

/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*
*/
#ifndef VisualLightweightBenchModule_DEFINED
#define VisualLightweightBenchModule_DEFINED
#include "VisualModule.h"
#include "ResultsWriter.h"
#include "SkPicture.h"
#include "Timer.h"
#include "VisualBench.h"
#include "VisualBenchmarkStream.h"
class SkCanvas;
/*
* This module is designed to be a minimal overhead timing module for VisualBench
*/
class VisualLightweightBenchModule : public VisualModule {
public:
// TODO get rid of backpointer
VisualLightweightBenchModule(VisualBench* owner);
void draw(SkCanvas* canvas) override;
bool onHandleChar(SkUnichar c) override;
private:
/*
* The heart of visual bench is an event driven timing loop.
* kPreWarmLoopsPerCanvasPreDraw_State: Before we begin timing, Benchmarks have a hook to
* access the canvas. Then we prewarm before the autotune
* loops step.
* kPreWarmLoops_State: We prewarm the gpu before auto tuning to enter a steady
* work state
* kTuneLoops_State: Then we tune the loops of the benchmark to ensure we
* are doing a measurable amount of work
* kPreWarmTimingPerCanvasPreDraw_State: Because reset the context after tuning loops to ensure
* coherent state, we need to give the benchmark
* another hook
* kPreWarmTiming_State: We prewarm the gpu again to enter a steady state
* kTiming_State: Finally we time the benchmark. When finished timing
* if we have enough samples then we'll start the next
* benchmark in the kPreWarmLoopsPerCanvasPreDraw_State.
* otherwise, we enter the
* kPreWarmTimingPerCanvasPreDraw_State for another sample
* In either case we reset the context.
*/
enum State {
kPreWarmLoopsPerCanvasPreDraw_State,
kPreWarmLoops_State,
kTuneLoops_State,
kPreWarmTimingPerCanvasPreDraw_State,
kPreWarmTiming_State,
kTiming_State,
};
void setTitle();
bool setupBackend();
void setupRenderTarget();
void printStats();
bool advanceRecordIfNecessary(SkCanvas*);
inline void renderFrame(SkCanvas*);
inline void nextState(State);
void perCanvasPreDraw(SkCanvas*, State);
void preWarm(State nextState);
void scaleLoops(double elapsedMs);
inline void tuneLoops();
inline void timing(SkCanvas*);
inline double elapsed();
void resetTimingState();
void postDraw(SkCanvas*);
void recordMeasurement();
struct Record {
SkTArray<double> fMeasurements;
};
int fCurrentSample;
int fCurrentFrame;
int fLoops;
SkTArray<Record> fRecords;
WallTimer fTimer;
State fState;
SkAutoTDelete<VisualBenchmarkStream> fBenchmarkStream;
SkAutoTUnref<Benchmark> fBenchmark;
// support framework
SkAutoTUnref<VisualBench> fOwner;
SkAutoTDelete<ResultsWriter> fResults;
typedef VisualModule INHERITED;
};
#endif