skia2/bench/Benchmark.h
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
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>
2019-04-24 16:27:11 +00:00

105 lines
3.0 KiB
C++

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef Benchmark_DEFINED
#define Benchmark_DEFINED
#include "include/core/SkPoint.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkString.h"
#include "tools/Registry.h"
#define DEF_BENCH3(code, N) \
static BenchRegistry gBench##N([](void*) -> Benchmark* { code; });
#define DEF_BENCH2(code, N) DEF_BENCH3(code, N)
#define DEF_BENCH(code) DEF_BENCH2(code, __COUNTER__)
/*
* With the above macros, you can register benches as follows (at the bottom
* of your .cpp)
*
* DEF_BENCH(return new MyBenchmark(...))
* DEF_BENCH(return new MyBenchmark(...))
* DEF_BENCH(return new MyBenchmark(...))
*/
struct GrContextOptions;
class SkCanvas;
class SkPaint;
class Benchmark : public SkRefCnt {
public:
Benchmark();
const char* getName();
const char* getUniqueName();
SkIPoint getSize();
enum Backend {
kNonRendering_Backend,
kRaster_Backend,
kGPU_Backend,
kPDF_Backend,
kHWUI_Backend,
};
// Call to determine whether the benchmark is intended for
// the rendering mode.
virtual bool isSuitableFor(Backend backend) {
return backend != kNonRendering_Backend;
}
// Allows a benchmark to override options used to construct the GrContext.
virtual void modifyGrContextOptions(GrContextOptions*) {}
virtual int calculateLoops(int defaultLoops) const {
return defaultLoops;
}
// Call before draw, allows the benchmark to do setup work outside of the
// timer. When a benchmark is repeatedly drawn, this should be called once
// before the initial draw.
void delayedSetup();
// Called once before and after a series of draw calls to a single canvas.
// The setup/break down in these calls is not timed.
void perCanvasPreDraw(SkCanvas*);
void perCanvasPostDraw(SkCanvas*);
// Called just before and after each call to draw(). Not timed.
void preDraw(SkCanvas*);
void postDraw(SkCanvas*);
// Bench framework can tune loops to be large enough for stable timing.
void draw(int loops, SkCanvas*);
virtual void getGpuStats(SkCanvas*, SkTArray<SkString>* keys, SkTArray<double>* values) {}
protected:
virtual void setupPaint(SkPaint* paint);
virtual const char* onGetName() = 0;
virtual const char* onGetUniqueName() { return this->onGetName(); }
virtual void onDelayedSetup() {}
virtual void onPerCanvasPreDraw(SkCanvas*) {}
virtual void onPerCanvasPostDraw(SkCanvas*) {}
virtual void onPreDraw(SkCanvas*) {}
virtual void onPostDraw(SkCanvas*) {}
// Each bench should do its main work in a loop like this:
// for (int i = 0; i < loops; i++) { <work here> }
virtual void onDraw(int loops, SkCanvas*) = 0;
virtual SkIPoint onGetSize();
private:
typedef SkRefCnt INHERITED;
};
typedef sk_tools::Registry<Benchmark*(*)(void*)> BenchRegistry;
#endif