c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
105 lines
3.0 KiB
C++
105 lines
3.0 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 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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protected:
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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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typedef SkRefCnt INHERITED;
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};
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typedef sk_tools::Registry<Benchmark*(*)(void*)> BenchRegistry;
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#endif
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