9e61bb7815
Make the Sk GL context class, SkGLNativeContext, an abstract base class. Before, it depended on ifdefs to implement the platform dependent polymorphism. Move the logic to subclasses of the various platform implementations. This a step to enable Skia embedders to compile dm and bench_pictures. The concrete goal is to support running these test apps with Chromium command buffer. With this change, Chromium can implement its own version of SkGLNativeContext that uses command buffer, and host the implementation in its own repository. Implements the above by renaming the SkGLContextHelper to SkGLContext and removing the unneeded SkGLNativeContext. Also removes SkGLNativeContext::AutoRestoreContext functionality, it appeared to be unused: no use in Skia code, and no tests. BUG=skia:2992 Committed: https://skia.googlesource.com/skia/+/a90ed4e83897b45d6331ee4c54e1edd4054de9a8 Review URL: https://codereview.chromium.org/630843002
74 lines
1.6 KiB
C++
74 lines
1.6 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 Timer_DEFINED
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#define Timer_DEFINED
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#include "SkTypes.h"
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#if defined(SK_BUILD_FOR_WIN32)
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#include "SysTimer_windows.h"
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#elif defined(SK_BUILD_FOR_MAC) || defined(SK_BUILD_FOR_IOS)
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#include "SysTimer_mach.h"
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#elif defined(SK_BUILD_FOR_UNIX) || defined(SK_BUILD_FOR_ANDROID)
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#include "SysTimer_posix.h"
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#endif
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#if SK_SUPPORT_GPU
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#include "GpuTimer.h"
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#endif
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class SkGLContext;
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/**
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* SysTimers and GpuTimers are implemented orthogonally.
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* This class combines 2 SysTimers and a GpuTimer into one single,
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* platform specific Timer with a simple interface. The truncated
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* timer doesn't include the time required for the GPU to finish
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* its rendering. It should always be <= the un-truncated system
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* times and (for GPU configurations) can be used to roughly (very
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* roughly) gauge the GPU load/backlog.
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*/
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class Timer {
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public:
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explicit Timer(SkGLContext* gl = NULL);
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void start();
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void truncatedEnd();
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void end();
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// All times in milliseconds.
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double fCpu;
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double fWall;
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double fTruncatedCpu;
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double fTruncatedWall;
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double fGpu;
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private:
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SysTimer fSysTimer;
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SysTimer fTruncatedSysTimer;
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#if SK_SUPPORT_GPU
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GpuTimer fGpuTimer;
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#endif
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};
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// Same as Timer above, supporting only fWall but with much lower overhead.
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// (Typically, ~30ns instead of Timer's ~1us.)
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class WallTimer {
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public:
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WallTimer();
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void start();
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void end();
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double fWall; // Milliseconds.
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private:
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SysTimer fSysTimer;
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};
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#endif
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