c0bd9f9fe5
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>
105 lines
3.8 KiB
C++
105 lines
3.8 KiB
C++
/*
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* Copyright 2018 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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// This benchmark attempts to measure the time to do a fullscreen clear, an axis-aligned partial
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// clear, and a clear restricted to an axis-aligned rounded rect. The fullscreen and axis-aligned
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// partial clears on the GPU should follow a fast path that maps to backend-specialized clear
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// operations, whereas the rounded-rect clear cannot be.
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#include "bench/Benchmark.h"
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#include "include/core/SkCanvas.h"
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#include "include/core/SkPaint.h"
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#include "include/core/SkRRect.h"
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#include "include/core/SkRect.h"
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#include "include/effects/SkGradientShader.h"
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#include "src/gpu/GrRenderTargetContext.h"
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static sk_sp<SkShader> make_shader() {
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static const SkPoint kPts[] = {{0, 0}, {10, 10}};
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static const SkColor kColors[] = {SK_ColorBLUE, SK_ColorWHITE};
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return SkGradientShader::MakeLinear(kPts, kColors, nullptr, 2, SkTileMode::kClamp);
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}
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class ClearBench : public Benchmark {
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public:
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enum ClearType {
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kFull_ClearType,
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kPartial_ClearType,
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kComplex_ClearType
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};
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ClearBench(ClearType type) : fType(type) {}
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protected:
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const char* onGetName() override {
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switch(fType) {
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case kFull_ClearType:
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return "Clear-Full";
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case kPartial_ClearType:
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return "Clear-Partial";
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case kComplex_ClearType:
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return "Clear-Complex";
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}
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SkASSERT(false);
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return "Unreachable";
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}
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void onDraw(int loops, SkCanvas* canvas) override {
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static const SkRect kPartialClip = SkRect::MakeLTRB(50, 50, 400, 400);
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static const SkRRect kComplexClip = SkRRect::MakeRectXY(kPartialClip, 15, 15);
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// Small to limit fill cost, but intersects the clips to confound batching
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static const SkRect kInterruptRect = SkRect::MakeXYWH(200, 200, 3, 3);
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// For the draw that sits between consecutive clears, use a shader that is simple but
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// requires local coordinates so that Ganesh does not convert it into a solid color rect,
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// which could then turn into a scissored-clear behind the scenes.
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SkPaint interruptPaint;
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interruptPaint.setShader(make_shader());
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GrRenderTargetContext* rtc = canvas->internal_private_accessTopLayerRenderTargetContext();
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if (rtc) {
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// Tricks the GrRenderTargetOpList into thinking it cannot reset its draw op list on
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// a fullscreen clear. If we don't do this, fullscreen clear ops would be created and
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// constantly discard the previous iteration's op so execution would only invoke one
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// actual clear on the GPU (not what we want to measure).
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rtc->setNeedsStencil();
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}
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for (int i = 0; i < loops; i++) {
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canvas->save();
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switch(fType) {
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case kPartial_ClearType:
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canvas->clipRect(kPartialClip);
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break;
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case kComplex_ClearType:
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canvas->clipRRect(kComplexClip);
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break;
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case kFull_ClearType:
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// Don't add any extra clipping, since it defaults to the entire "device"
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break;
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}
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// The clear we care about measuring
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canvas->clear(SK_ColorBLUE);
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canvas->restore();
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// Perform as minimal a draw as possible that intersects with the clear region in
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// order to prevent the clear ops from being batched together.
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canvas->drawRect(kInterruptRect, interruptPaint);
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}
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}
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private:
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ClearType fType;
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};
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DEF_BENCH( return new ClearBench(ClearBench::kFull_ClearType); )
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DEF_BENCH( return new ClearBench(ClearBench::kPartial_ClearType); )
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DEF_BENCH( return new ClearBench(ClearBench::kComplex_ClearType); )
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