e0e7cfe44b
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
111 lines
4.0 KiB
C++
111 lines
4.0 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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#include "SkBenchmark.h"
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#include "SkBlurMask.h"
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#include "SkCanvas.h"
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#include "SkPaint.h"
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#include "SkRandom.h"
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#include "SkShader.h"
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#include "SkString.h"
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#include "SkBlurMaskFilter.h"
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#define SMALL SkIntToScalar(2)
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#define REAL SkFloatToScalar(1.5f)
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#define BIG SkIntToScalar(10)
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#define REALBIG SkFloatToScalar(100.5f)
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static const char* gStyleName[] = {
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"normal",
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"solid",
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"outer",
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"inner"
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};
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class BlurBench : public SkBenchmark {
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SkScalar fRadius;
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SkBlurMaskFilter::BlurStyle fStyle;
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uint32_t fFlags;
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SkString fName;
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public:
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BlurBench(void* param, SkScalar rad, SkBlurMaskFilter::BlurStyle bs, uint32_t flags = 0)
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: INHERITED(param) {
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fRadius = rad;
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fStyle = bs;
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fFlags = flags;
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const char* name = rad > 0 ? gStyleName[bs] : "none";
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const char* quality = flags & SkBlurMaskFilter::kHighQuality_BlurFlag ? "high_quality"
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: "low_quality";
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if (SkScalarFraction(rad) != 0) {
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fName.printf("blur_%.2f_%s_%s", SkScalarToFloat(rad), name, quality);
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} else {
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fName.printf("blur_%d_%s_%s", SkScalarRound(rad), name, quality);
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}
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}
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protected:
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virtual const char* onGetName() {
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return fName.c_str();
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}
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virtual void onDraw(SkCanvas* canvas) {
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SkPaint paint;
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this->setupPaint(&paint);
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paint.setAntiAlias(true);
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SkRandom rand;
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for (int i = 0; i < SkBENCHLOOP(10); i++) {
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SkRect r = SkRect::MakeWH(rand.nextUScalar1() * 400,
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rand.nextUScalar1() * 400);
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r.offset(fRadius, fRadius);
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if (fRadius > 0) {
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SkMaskFilter* mf = SkBlurMaskFilter::Create(fStyle,
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SkBlurMask::ConvertRadiusToSigma(fRadius),
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fFlags);
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paint.setMaskFilter(mf)->unref();
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}
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canvas->drawOval(r, paint);
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}
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}
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private:
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typedef SkBenchmark INHERITED;
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};
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DEF_BENCH(return new BlurBench(p, SMALL, SkBlurMaskFilter::kNormal_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, SMALL, SkBlurMaskFilter::kSolid_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, SMALL, SkBlurMaskFilter::kOuter_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, SMALL, SkBlurMaskFilter::kInner_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, BIG, SkBlurMaskFilter::kNormal_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, BIG, SkBlurMaskFilter::kSolid_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, BIG, SkBlurMaskFilter::kOuter_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, BIG, SkBlurMaskFilter::kInner_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, REALBIG, SkBlurMaskFilter::kNormal_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, REALBIG, SkBlurMaskFilter::kSolid_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, REALBIG, SkBlurMaskFilter::kOuter_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, REALBIG, SkBlurMaskFilter::kInner_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, REAL, SkBlurMaskFilter::kNormal_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, REAL, SkBlurMaskFilter::kSolid_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, REAL, SkBlurMaskFilter::kOuter_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, REAL, SkBlurMaskFilter::kInner_BlurStyle);)
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DEF_BENCH(return new BlurBench(p, SMALL, SkBlurMaskFilter::kNormal_BlurStyle, SkBlurMaskFilter::kHighQuality_BlurFlag);)
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DEF_BENCH(return new BlurBench(p, BIG, SkBlurMaskFilter::kNormal_BlurStyle, SkBlurMaskFilter::kHighQuality_BlurFlag);)
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DEF_BENCH(return new BlurBench(p, REALBIG, SkBlurMaskFilter::kNormal_BlurStyle, SkBlurMaskFilter::kHighQuality_BlurFlag);)
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DEF_BENCH(return new BlurBench(p, REAL, SkBlurMaskFilter::kNormal_BlurStyle, SkBlurMaskFilter::kHighQuality_BlurFlag);)
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DEF_BENCH(return new BlurBench(p, 0, SkBlurMaskFilter::kNormal_BlurStyle);)
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