skia2/bench/BlurBench.cpp
commit-bot@chromium.org e0e7cfe44b Change old PRG to be SkLCGRandom; change new one to SkRandom
The goal here is to get people to start using the new random number
generator, while leaving the old one in place so we don't have to 
rebaseline GMs.

R=reed@google.com, bsalomon@google.com

Author: jvanverth@google.com

Review URL: https://chromiumcodereview.appspot.com/23576015

git-svn-id: http://skia.googlecode.com/svn/trunk@11169 2bbb7eff-a529-9590-31e7-b0007b416f81
2013-09-09 20:09:12 +00:00

111 lines
4.0 KiB
C++

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkBenchmark.h"
#include "SkBlurMask.h"
#include "SkCanvas.h"
#include "SkPaint.h"
#include "SkRandom.h"
#include "SkShader.h"
#include "SkString.h"
#include "SkBlurMaskFilter.h"
#define SMALL SkIntToScalar(2)
#define REAL SkFloatToScalar(1.5f)
#define BIG SkIntToScalar(10)
#define REALBIG SkFloatToScalar(100.5f)
static const char* gStyleName[] = {
"normal",
"solid",
"outer",
"inner"
};
class BlurBench : public SkBenchmark {
SkScalar fRadius;
SkBlurMaskFilter::BlurStyle fStyle;
uint32_t fFlags;
SkString fName;
public:
BlurBench(void* param, SkScalar rad, SkBlurMaskFilter::BlurStyle bs, uint32_t flags = 0)
: INHERITED(param) {
fRadius = rad;
fStyle = bs;
fFlags = flags;
const char* name = rad > 0 ? gStyleName[bs] : "none";
const char* quality = flags & SkBlurMaskFilter::kHighQuality_BlurFlag ? "high_quality"
: "low_quality";
if (SkScalarFraction(rad) != 0) {
fName.printf("blur_%.2f_%s_%s", SkScalarToFloat(rad), name, quality);
} else {
fName.printf("blur_%d_%s_%s", SkScalarRound(rad), name, quality);
}
}
protected:
virtual const char* onGetName() {
return fName.c_str();
}
virtual void onDraw(SkCanvas* canvas) {
SkPaint paint;
this->setupPaint(&paint);
paint.setAntiAlias(true);
SkRandom rand;
for (int i = 0; i < SkBENCHLOOP(10); i++) {
SkRect r = SkRect::MakeWH(rand.nextUScalar1() * 400,
rand.nextUScalar1() * 400);
r.offset(fRadius, fRadius);
if (fRadius > 0) {
SkMaskFilter* mf = SkBlurMaskFilter::Create(fStyle,
SkBlurMask::ConvertRadiusToSigma(fRadius),
fFlags);
paint.setMaskFilter(mf)->unref();
}
canvas->drawOval(r, paint);
}
}
private:
typedef SkBenchmark INHERITED;
};
DEF_BENCH(return new BlurBench(p, SMALL, SkBlurMaskFilter::kNormal_BlurStyle);)
DEF_BENCH(return new BlurBench(p, SMALL, SkBlurMaskFilter::kSolid_BlurStyle);)
DEF_BENCH(return new BlurBench(p, SMALL, SkBlurMaskFilter::kOuter_BlurStyle);)
DEF_BENCH(return new BlurBench(p, SMALL, SkBlurMaskFilter::kInner_BlurStyle);)
DEF_BENCH(return new BlurBench(p, BIG, SkBlurMaskFilter::kNormal_BlurStyle);)
DEF_BENCH(return new BlurBench(p, BIG, SkBlurMaskFilter::kSolid_BlurStyle);)
DEF_BENCH(return new BlurBench(p, BIG, SkBlurMaskFilter::kOuter_BlurStyle);)
DEF_BENCH(return new BlurBench(p, BIG, SkBlurMaskFilter::kInner_BlurStyle);)
DEF_BENCH(return new BlurBench(p, REALBIG, SkBlurMaskFilter::kNormal_BlurStyle);)
DEF_BENCH(return new BlurBench(p, REALBIG, SkBlurMaskFilter::kSolid_BlurStyle);)
DEF_BENCH(return new BlurBench(p, REALBIG, SkBlurMaskFilter::kOuter_BlurStyle);)
DEF_BENCH(return new BlurBench(p, REALBIG, SkBlurMaskFilter::kInner_BlurStyle);)
DEF_BENCH(return new BlurBench(p, REAL, SkBlurMaskFilter::kNormal_BlurStyle);)
DEF_BENCH(return new BlurBench(p, REAL, SkBlurMaskFilter::kSolid_BlurStyle);)
DEF_BENCH(return new BlurBench(p, REAL, SkBlurMaskFilter::kOuter_BlurStyle);)
DEF_BENCH(return new BlurBench(p, REAL, SkBlurMaskFilter::kInner_BlurStyle);)
DEF_BENCH(return new BlurBench(p, SMALL, SkBlurMaskFilter::kNormal_BlurStyle, SkBlurMaskFilter::kHighQuality_BlurFlag);)
DEF_BENCH(return new BlurBench(p, BIG, SkBlurMaskFilter::kNormal_BlurStyle, SkBlurMaskFilter::kHighQuality_BlurFlag);)
DEF_BENCH(return new BlurBench(p, REALBIG, SkBlurMaskFilter::kNormal_BlurStyle, SkBlurMaskFilter::kHighQuality_BlurFlag);)
DEF_BENCH(return new BlurBench(p, REAL, SkBlurMaskFilter::kNormal_BlurStyle, SkBlurMaskFilter::kHighQuality_BlurFlag);)
DEF_BENCH(return new BlurBench(p, 0, SkBlurMaskFilter::kNormal_BlurStyle);)