5dfb3f4068
Adds counters for the number of render passes, number of MSAA render passes, and each op that either does or would trigger MSAA. Adds a bot that collects stats on the html (not svg) skps. Bug: skia:11396 Change-Id: Ic48263d6310670d8f0d09ec4c4bf6a2b83fc7d02 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/401636 Commit-Queue: Chris Dalton <csmartdalton@google.com> Reviewed-by: Kevin Lubick <kjlubick@google.com>
116 lines
3.4 KiB
C++
116 lines
3.4 KiB
C++
/*
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* Copyright 2011 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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#ifndef Benchmark_DEFINED
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#define Benchmark_DEFINED
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#include "include/core/SkPoint.h"
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkString.h"
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#include "tools/Registry.h"
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#define DEF_BENCH3(code, N) \
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static BenchRegistry gBench##N([](void*) -> Benchmark* { code; });
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#define DEF_BENCH2(code, N) DEF_BENCH3(code, N)
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#define DEF_BENCH(code) DEF_BENCH2(code, __COUNTER__)
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/*
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* With the above macros, you can register benches as follows (at the bottom
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* of your .cpp)
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*
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* DEF_BENCH(return new MyBenchmark(...))
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* DEF_BENCH(return new MyBenchmark(...))
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* DEF_BENCH(return new MyBenchmark(...))
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*/
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struct GrContextOptions;
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class GrRecordingContext;
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class SkCanvas;
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class SkPaint;
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class Benchmark : public SkRefCnt {
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public:
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Benchmark();
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const char* getName();
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const char* getUniqueName();
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SkIPoint getSize();
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enum Backend {
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kNonRendering_Backend,
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kRaster_Backend,
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kGPU_Backend,
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kPDF_Backend,
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kHWUI_Backend,
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};
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// Call to determine whether the benchmark is intended for
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// the rendering mode.
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virtual bool isSuitableFor(Backend backend) {
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return backend != kNonRendering_Backend;
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}
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// Allows a benchmark to override options used to construct the GrContext.
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virtual void modifyGrContextOptions(GrContextOptions*) {}
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virtual int calculateLoops(int defaultLoops) const {
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return defaultLoops;
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}
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// Call before draw, allows the benchmark to do setup work outside of the
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// timer. When a benchmark is repeatedly drawn, this should be called once
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// before the initial draw.
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void delayedSetup();
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// Called once before and after a series of draw calls to a single canvas.
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// The setup/break down in these calls is not timed.
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void perCanvasPreDraw(SkCanvas*);
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void perCanvasPostDraw(SkCanvas*);
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// Called just before and after each call to draw(). Not timed.
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void preDraw(SkCanvas*);
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void postDraw(SkCanvas*);
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// Bench framework can tune loops to be large enough for stable timing.
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void draw(int loops, SkCanvas*);
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virtual void getGpuStats(SkCanvas*, SkTArray<SkString>* keys, SkTArray<double>* values) {}
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// Replaces the GrRecordingContext's dmsaaStats() with a single frame of this benchmark.
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virtual bool getDMSAAStats(GrRecordingContext*) { return false; }
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// Count of units (pixels, whatever) being exercised, to scale timing by.
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int getUnits() const { return fUnits; }
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protected:
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void setUnits(int units) { SkASSERT(units > 0); fUnits = units; }
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virtual void setupPaint(SkPaint* paint);
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virtual const char* onGetName() = 0;
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virtual const char* onGetUniqueName() { return this->onGetName(); }
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virtual void onDelayedSetup() {}
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virtual void onPerCanvasPreDraw(SkCanvas*) {}
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virtual void onPerCanvasPostDraw(SkCanvas*) {}
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virtual void onPreDraw(SkCanvas*) {}
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virtual void onPostDraw(SkCanvas*) {}
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// Each bench should do its main work in a loop like this:
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// for (int i = 0; i < loops; i++) { <work here> }
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virtual void onDraw(int loops, SkCanvas*) = 0;
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virtual SkIPoint onGetSize();
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private:
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int fUnits = 1;
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using INHERITED = SkRefCnt;
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};
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typedef sk_tools::Registry<Benchmark*(*)(void*)> BenchRegistry;
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#endif
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