38aeb0fd7a
Also: - make GrMemoryPoolBenches threadsafe - some tweaks to various DM code - rename GM::shortName() to getName() to match benches and tests On my desktop, (289 GMs, 617 benches) x 4 configs, 227 tests takes 46s in Debug, 14s in Release. (Still minutes faster than running tests && bench && gm.) GPU singlethreading is definitely the limiting factor again; going to reexamine whether that's helpful to thread it again. BUG=skia: R=reed@google.com, bsalomon@google.com, mtklein@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/178473006 git-svn-id: http://skia.googlecode.com/svn/trunk@13603 2bbb7eff-a529-9590-31e7-b0007b416f81
140 lines
3.5 KiB
C++
140 lines
3.5 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 "SkString.h"
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#include "SkTRegistry.h"
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#define DEF_BENCH(code) \
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namespace { \
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static SkBenchmark* SK_MACRO_APPEND_LINE(factory)(void*) { code; } \
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BenchRegistry SK_MACRO_APPEND_LINE(g_R_)(SK_MACRO_APPEND_LINE(factory)); \
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}
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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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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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static const char* Name[];
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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();
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const char* getName();
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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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};
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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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// 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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// Bench framework can tune loops to be large enough for stable timing.
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void draw(const int loops, 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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/** 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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static void SetResourcePath(const char* resPath) { gResourcePath.set(resPath); }
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static SkString& GetResourcePath() { return gResourcePath; }
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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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// 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(const int loops, SkCanvas*) = 0;
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virtual void onPostDraw() {}
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virtual SkIPoint onGetSize();
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private:
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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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uint32_t fOrMask, fClearMask;
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static SkString gResourcePath;
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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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