5219fd9ff7
Make NVPR a GL context option instead of a GL context. This may enable NVPR to be run with command buffer interface. No functionality change in DM or nanobench. NVPR can only be run with normal GL APIs. BUG=skia:2992 Committed: https://skia.googlesource.com/skia/+/eeebdb538d476c1bfc8b63a946094ca1b505ecd1 Committed: https://skia.googlesource.com/skia/+/64492c43c3faee7ab0f69b1c84e0267616f85e52 Review URL: https://codereview.chromium.org/1448883002
90 lines
2.4 KiB
C++
90 lines
2.4 KiB
C++
/*
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* Copyright 2015 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 nanobench_DEFINED
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#define nanobench_DEFINED
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#include "Benchmark.h"
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#include "SkImageInfo.h"
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#include "SkSurface.h"
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#include "SkTypes.h"
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#if SK_SUPPORT_GPU
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#include "GrContextFactory.h"
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#endif
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class ResultsWriter;
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class SkBitmap;
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class SkCanvas;
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struct Config {
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const char* name;
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Benchmark::Backend backend;
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SkColorType color;
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SkAlphaType alpha;
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int samples;
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#if SK_SUPPORT_GPU
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GrContextFactory::GLContextType ctxType;
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GrContextFactory::GLContextOptions ctxOptions;
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bool useDFText;
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#else
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int bogusInt;
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int bogusIntOption;
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bool bogusBool;
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#endif
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};
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struct Target {
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explicit Target(const Config& c) : config(c) { }
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virtual ~Target() { }
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const Config config;
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SkAutoTDelete<SkSurface> surface;
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/** Called once per target, immediately before any timing or drawing. */
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virtual void setup() { }
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/** Called *after* the clock timer is started, before the benchmark
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is drawn. Most back ends just return the canvas passed in,
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but some may replace it. */
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virtual SkCanvas* beginTiming(SkCanvas* canvas) { return canvas; }
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/** Called *after* a benchmark is drawn, but before the clock timer
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is stopped. */
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virtual void endTiming() { }
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/** Called between benchmarks (or between calibration and measured
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runs) to make sure all pending work in drivers / threads is
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complete. */
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virtual void fence() { }
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/** CPU-like targets can just be timed, but GPU-like
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targets need to pay attention to frame boundaries
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or other similar details. */
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virtual bool needsFrameTiming(int* frameLag) const { return false; }
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/** Called once per target, during program initialization.
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Returns false if initialization fails. */
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virtual bool init(SkImageInfo info, Benchmark* bench);
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/** Stores any pixels drawn to the screen in the bitmap.
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Returns false on error. */
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virtual bool capturePixels(SkBitmap* bmp);
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/** Writes any config-specific data to the log. */
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virtual void fillOptions(ResultsWriter*) { }
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SkCanvas* getCanvas() const {
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if (!surface.get()) {
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return nullptr;
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}
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return surface->getCanvas();
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}
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};
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#endif // nanobench_DEFINED
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