In recording benches, record to and from the same format.

The recording bench must record some source material into some sort of
display list, and fundamentally cannot separate the timing of the two.

This CL makes it so the source material and display list are of the same type.

So instead of previous:
   --nolite: SkRecord-based picture -> SkRecord-based picture
     --lite: SkRecord-based picture -> threadsafe SkLiteDL

Now this times
   --nolite: SkRecord-based picture -> SkRecord-based picture
     --lite: SkLiteDL -> threadsafe SkLiteDL

This makes it easier to profile SkLiteDL and explore both recording and playback overhead hot spots.

The threadsafety is incidental for the source (and doesn't affect playback speed),
but I think it's handy to keep around on the destination to make a more fair comparison.

BUG=skia:
GOLD_TRYBOT_URL= https://gold.skia.org/search?issue=2230323002

Review-Url: https://codereview.chromium.org/2230323002
diff --git a/bench/RecordingBench.cpp b/bench/RecordingBench.cpp
index 030bcc8..d8034ce 100644
--- a/bench/RecordingBench.cpp
+++ b/bench/RecordingBench.cpp
@@ -13,13 +13,20 @@
 
 RecordingBench::RecordingBench(const char* name, const SkPicture* pic, bool useBBH, bool lite)
     : fName(name)
-    , fUseBBH(useBBH)
-    , fLite(lite) {
+    , fUseBBH(useBBH) {
     // Flatten the source picture in case it's trivially nested (useless for timing).
     SkPictureRecorder rec;
     pic->playback(rec.beginRecording(pic->cullRect(), nullptr,
                                      SkPictureRecorder::kPlaybackDrawPicture_RecordFlag));
     fSrc = rec.finishRecordingAsPicture();
+
+    // If we're recording into an SkLiteDL, also record _from_ one.
+    if (lite) {
+        fDL = SkLiteDL::New(pic->cullRect());
+        SkLiteRecorder r;
+        r.reset(fDL.get());
+        fSrc->playback(&r);
+    }
 }
 
 const char* RecordingBench::onGetName() {
@@ -36,12 +43,12 @@
 }
 
 void RecordingBench::onDraw(int loops, SkCanvas*) {
-    if (fLite) {
+    if (fDL) {
         SkLiteRecorder rec;
         while (loops --> 0) {
             sk_sp<SkLiteDL> dl = SkLiteDL::New(fSrc->cullRect());
             rec.reset(dl.get());
-            fSrc->playback(&rec);
+            fDL->draw(&rec);
             dl->makeThreadsafe();
         }