| /* |
| * Copyright 2011 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef Benchmark_DEFINED |
| #define Benchmark_DEFINED |
| |
| #include "SkPoint.h" |
| #include "SkRefCnt.h" |
| #include "SkString.h" |
| #include "SkTRegistry.h" |
| |
| #define DEF_BENCH3(code, N) \ |
| static BenchRegistry gBench##N([](void*) -> Benchmark* { code; }); |
| #define DEF_BENCH2(code, N) DEF_BENCH3(code, N) |
| #define DEF_BENCH(code) DEF_BENCH2(code, __COUNTER__) |
| |
| /* |
| * With the above macros, you can register benches as follows (at the bottom |
| * of your .cpp) |
| * |
| * DEF_BENCH(return new MyBenchmark(...)) |
| * DEF_BENCH(return new MyBenchmark(...)) |
| * DEF_BENCH(return new MyBenchmark(...)) |
| */ |
| |
| |
| class SkCanvas; |
| class SkPaint; |
| |
| class SkTriState { |
| public: |
| enum State { |
| kDefault, |
| kTrue, |
| kFalse |
| }; |
| static const char* Name[]; |
| }; |
| |
| class Benchmark : public SkRefCnt { |
| public: |
| Benchmark(); |
| |
| const char* getName(); |
| const char* getUniqueName(); |
| SkIPoint getSize(); |
| |
| enum Backend { |
| kNonRendering_Backend, |
| kRaster_Backend, |
| kGPU_Backend, |
| kPDF_Backend, |
| kHWUI_Backend, |
| }; |
| |
| // Call to determine whether the benchmark is intended for |
| // the rendering mode. |
| virtual bool isSuitableFor(Backend backend) { |
| return backend != kNonRendering_Backend; |
| } |
| |
| virtual int calculateLoops(int defaultLoops) const { |
| return defaultLoops; |
| } |
| |
| // Call before draw, allows the benchmark to do setup work outside of the |
| // timer. When a benchmark is repeatedly drawn, this should be called once |
| // before the initial draw. |
| void delayedSetup(); |
| |
| // Called once before and after a series of draw calls to a single canvas. |
| // The setup/break down in these calls is not timed. |
| void perCanvasPreDraw(SkCanvas*); |
| void perCanvasPostDraw(SkCanvas*); |
| |
| // Called just before and after each call to draw(). Not timed. |
| void preDraw(SkCanvas*); |
| void postDraw(SkCanvas*); |
| |
| // Bench framework can tune loops to be large enough for stable timing. |
| void draw(int loops, SkCanvas*); |
| |
| void setForceAlpha(int alpha) { |
| fForceAlpha = alpha; |
| } |
| |
| void setDither(SkTriState::State state) { |
| fDither = state; |
| } |
| |
| /** Assign masks for paint-flags. These will be applied when setupPaint() |
| * is called. |
| * |
| * Performs the following on the paint: |
| * uint32_t flags = paint.getFlags(); |
| * flags &= ~clearMask; |
| * flags |= orMask; |
| * paint.setFlags(flags); |
| */ |
| void setPaintMasks(uint32_t orMask, uint32_t clearMask) { |
| fOrMask = orMask; |
| fClearMask = clearMask; |
| } |
| |
| /* |
| * Benches which support running in a visual mode can advertise this functionality |
| */ |
| virtual bool isVisual() { return false; } |
| |
| /* |
| * VisualBench frequently resets the canvas. As a result we need to bulk call all of the hooks |
| */ |
| void preTimingHooks(SkCanvas* canvas) { |
| this->perCanvasPreDraw(canvas); |
| this->preDraw(canvas); |
| } |
| |
| void postTimingHooks(SkCanvas* canvas) { |
| this->postDraw(canvas); |
| this->perCanvasPostDraw(canvas); |
| } |
| |
| protected: |
| virtual void setupPaint(SkPaint* paint); |
| |
| virtual const char* onGetName() = 0; |
| virtual const char* onGetUniqueName() { return this->onGetName(); } |
| virtual void onDelayedSetup() {} |
| virtual void onPerCanvasPreDraw(SkCanvas*) {} |
| virtual void onPerCanvasPostDraw(SkCanvas*) {} |
| virtual void onPreDraw(SkCanvas*) {} |
| virtual void onPostDraw(SkCanvas*) {} |
| // Each bench should do its main work in a loop like this: |
| // for (int i = 0; i < loops; i++) { <work here> } |
| virtual void onDraw(int loops, SkCanvas*) = 0; |
| |
| virtual SkIPoint onGetSize(); |
| |
| private: |
| int fForceAlpha; |
| SkTriState::State fDither; |
| uint32_t fOrMask, fClearMask; |
| |
| typedef SkRefCnt INHERITED; |
| }; |
| |
| typedef SkTRegistry<Benchmark*(*)(void*)> BenchRegistry; |
| |
| #endif |