bd6343b1d6
Obviously these are all currently function pointers of type T(*)(P) for various T and P. In bench refactoring, I'm trying to register a function pointer of type T(*)(), which can't be done as is (passing P=void doesn't work). This also lets us register things like primitives, which is conceivable useful. BUG= R=reed@google.com, scroggo@google.com Review URL: https://codereview.chromium.org/23453031 git-svn-id: http://skia.googlecode.com/svn/trunk@11082 2bbb7eff-a529-9590-31e7-b0007b416f81
160 lines
3.9 KiB
C++
160 lines
3.9 KiB
C++
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/*
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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 SkBenchmark_DEFINED
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#define SkBenchmark_DEFINED
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#include "SkRefCnt.h"
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#include "SkPoint.h"
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#include "SkTDict.h"
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#include "SkTRegistry.h"
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#define DEF_BENCH(code) \
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static SkBenchmark* SK_MACRO_APPEND_LINE(F_)(void* p) { code; } \
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static BenchRegistry SK_MACRO_APPEND_LINE(R_)(SK_MACRO_APPEND_LINE(F_));
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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(new MyBenchmark(p, ...))
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* DEF_BENCH(new MyBenchmark(p, ...))
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* DEF_BENCH(new MyBenchmark(p, ...))
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*/
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#ifdef SK_DEBUG
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#define SkBENCHLOOP(n) 1
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#else
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#define SkBENCHLOOP(n) n
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#endif
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class SkCanvas;
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class SkPaint;
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class SkTriState {
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public:
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enum State {
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kDefault,
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kTrue,
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kFalse
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};
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};
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class SkBenchmark : public SkRefCnt {
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public:
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SK_DECLARE_INST_COUNT(SkBenchmark)
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SkBenchmark(void* defineDict);
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const char* getName();
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SkIPoint getSize();
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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 preDraw();
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void draw(SkCanvas*);
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// Call after draw, allows the benchmark to do cleanup work outside of the
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// timer. When a benchmark is repeatedly drawn, this is only called once
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// after the last draw.
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void postDraw();
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void setForceAlpha(int alpha) {
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fForceAlpha = alpha;
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}
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void setForceAA(bool aa) {
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fForceAA = aa;
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}
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void setForceFilter(bool filter) {
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fForceFilter = filter;
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}
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void setDither(SkTriState::State state) {
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fDither = state;
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}
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void setStrokeWidth(SkScalar width) {
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strokeWidth = width;
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fHasStrokeWidth = true;
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}
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SkScalar getStrokeWidth() {
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return strokeWidth;
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}
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bool hasStrokeWidth() {
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return fHasStrokeWidth;
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}
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/** If true; the benchmark does rendering; if false, the benchmark
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doesn't, and so need not be re-run in every different rendering
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mode. */
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bool isRendering() {
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return fIsRendering;
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}
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const char* findDefine(const char* key) const;
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bool findDefine32(const char* key, int32_t* value) const;
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bool findDefineScalar(const char* key, SkScalar* value) const;
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/** Assign masks for paint-flags. These will be applied when setupPaint()
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* is called.
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*
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* Performs the following on the paint:
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* uint32_t flags = paint.getFlags();
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* flags &= ~clearMask;
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* flags |= orMask;
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* paint.setFlags(flags);
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*/
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void setPaintMasks(uint32_t orMask, uint32_t clearMask) {
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fOrMask = orMask;
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fClearMask = clearMask;
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}
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float getDurationScale() { return this->onGetDurationScale(); }
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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 void onPreDraw() {}
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virtual void onDraw(SkCanvas*) = 0;
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virtual void onPostDraw() {}
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// the caller will scale the computed duration by this value. It allows a
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// slow bench to run fewer inner loops, but return the corresponding scale
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// so that its reported duration can be compared against other benches.
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// e.g.
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// if I run 10x slower, I can run 1/10 the number of inner-loops, but
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// return 10.0 for my durationScale, so I "report" the honest duration.
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virtual float onGetDurationScale() { return 1; }
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virtual SkIPoint onGetSize();
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/// Defaults to true.
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bool fIsRendering;
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private:
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const SkTDict<const char*>* fDict;
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int fForceAlpha;
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bool fForceAA;
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bool fForceFilter;
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SkTriState::State fDither;
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bool fHasStrokeWidth;
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SkScalar strokeWidth;
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uint32_t fOrMask, fClearMask;
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typedef SkRefCnt INHERITED;
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};
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typedef SkTRegistry<SkBenchmark*(*)(void*)> BenchRegistry;
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#endif
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