4e644f5d50
Instead of set(SkPMColor), add a constructor SkPMFloat(SkPMColor). Replace setA(), setR(), etc. with a 4 float constructor. And, promise to stick to SkPMColor order. BUG=skia: Review URL: https://codereview.chromium.org/977773002
44 lines
1.5 KiB
C++
44 lines
1.5 KiB
C++
#include "Benchmark.h"
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#include "SkPMFloat.h"
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// Used to prevent the compiler from optimizing away the whole loop.
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volatile uint32_t blackhole = 0;
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// Not a great random number generator, but it's very fast.
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// The code we're measuring is quite fast, so low overhead is essential.
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static uint32_t lcg_rand(uint32_t* seed) {
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*seed *= 1664525;
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*seed += 1013904223;
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return *seed;
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}
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struct PMFloatBench : public Benchmark {
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explicit PMFloatBench(bool clamp) : fClamp(clamp) {}
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const char* onGetName() SK_OVERRIDE { return fClamp ? "SkPMFloat_clamp" : "SkPMFloat_get"; }
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bool isSuitableFor(Backend backend) SK_OVERRIDE { return backend == kNonRendering_Backend; }
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void onDraw(const int loops, SkCanvas* canvas) SK_OVERRIDE {
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// Unlike blackhole, junk can and probably will be a register.
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uint32_t junk = 0;
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uint32_t seed = 0;
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for (int i = 0; i < loops; i++) {
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#ifdef SK_DEBUG
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// Our SkASSERTs will remind us that it's technically required that we premultiply.
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SkPMColor c = SkPreMultiplyColor(lcg_rand(&seed));
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#else
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// But it's a lot faster not to, and this code won't really mind the non-PM colors.
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SkPMColor c = lcg_rand(&seed);
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#endif
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SkPMFloat pmf = SkPMFloat::FromPMColor(c);
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SkPMColor back = fClamp ? pmf.clamped() : pmf.get();
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junk ^= back;
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}
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blackhole ^= junk;
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}
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bool fClamp;
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};
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DEF_BENCH(return new PMFloatBench( true);)
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DEF_BENCH(return new PMFloatBench(false);)
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