Collapse consecutive SkTableColorFilters
BUG=skia:1366
For the added bench, the collapsing makes the bench take:
- 70% of the time for CPU rendering of 3 consecutive matrix filters
- almost no change in the GPU rendering of the matrix filters
- 50% of the time for CPU and GPU rendering of 3 consecutive table filters
Review URL: https://codereview.chromium.org/776673002
diff --git a/gm/tablecolorfilter.cpp b/gm/tablecolorfilter.cpp
index f806caa..a49859b 100644
--- a/gm/tablecolorfilter.cpp
+++ b/gm/tablecolorfilter.cpp
@@ -7,6 +7,7 @@
#include "gm.h"
#include "SkCanvas.h"
+#include "SkColorFilterImageFilter.h"
#include "SkGradientShader.h"
#include "SkTableColorFilter.h"
@@ -68,6 +69,10 @@
}
}
+static SkColorFilter* make_null_cf() {
+ return NULL;
+}
+
static SkColorFilter* make_cf0() {
uint8_t table[256]; make_table0(table);
return SkTableColorFilter::Create(table);
@@ -97,33 +102,82 @@
}
virtual SkISize onISize() {
- return SkISize::Make(700, 300);
+ return SkISize::Make(700, 1650);
}
virtual void onDraw(SkCanvas* canvas) {
canvas->drawColor(0xFFDDDDDD);
canvas->translate(20, 20);
+
+ static SkColorFilter* (*gColorFilterMakers[])() = { make_null_cf, make_cf0, make_cf1,
+ make_cf2, make_cf3 };
+ static void (*gBitmapMakers[])(SkBitmap*) = { make_bm0, make_bm1 };
+
+ // This test will be done once for each bitmap with the results stacked vertically.
+ // For a single bitmap the resulting image will be the following:
+ // - A first line with the original bitmap, followed by the image drawn once
+ // with each of the N color filters
+ // - N lines of the bitmap drawn N times, this will cover all N*N combinations of
+ // pair of color filters in order to test the collpsing of consecutive table
+ // color filters.
+ //
+ // Here is a graphical representation of the result for 2 bitmaps and 2 filters
+ // with the number corresponding to the number of filters the bitmap goes through:
+ //
+ // --bitmap1
+ // 011
+ // 22
+ // 22
+ // --bitmap2
+ // 011
+ // 22
+ // 22
+
SkScalar x = 0, y = 0;
-
- static void (*gMakers[])(SkBitmap*) = { make_bm0, make_bm1 };
- for (size_t maker = 0; maker < SK_ARRAY_COUNT(gMakers); ++maker) {
+ for (size_t bitmapMaker = 0; bitmapMaker < SK_ARRAY_COUNT(gBitmapMakers); ++bitmapMaker) {
SkBitmap bm;
- gMakers[maker](&bm);
+ gBitmapMakers[bitmapMaker](&bm);
- SkPaint paint;
+ SkScalar xOffset = SkScalar(bm.width() * 9 / 8);
+ SkScalar yOffset = SkScalar(bm.height() * 9 / 8);
+
+ // Draw the first element of the first line
x = 0;
- canvas->drawBitmap(bm, x, y, &paint);
- paint.setColorFilter(make_cf0())->unref(); x += bm.width() * 9 / 8;
- canvas->drawBitmap(bm, x, y, &paint);
- paint.setColorFilter(make_cf1())->unref(); x += bm.width() * 9 / 8;
- canvas->drawBitmap(bm, x, y, &paint);
- paint.setColorFilter(make_cf2())->unref(); x += bm.width() * 9 / 8;
- canvas->drawBitmap(bm, x, y, &paint);
- paint.setColorFilter(make_cf3())->unref(); x += bm.width() * 9 / 8;
+ SkPaint paint;
canvas->drawBitmap(bm, x, y, &paint);
- y += bm.height() * 9 / 8;
+ // Draws the rest of the first line for this bitmap
+ // each draw being at xOffset of the previous one
+ for (unsigned i = 1; i < SK_ARRAY_COUNT(gColorFilterMakers); ++i) {
+ x += xOffset;
+ paint.setColorFilter(gColorFilterMakers[i]())->unref();
+ canvas->drawBitmap(bm, x, y, &paint);
+ }
+
+ paint.setColorFilter(NULL);
+
+ for (unsigned i = 0; i < SK_ARRAY_COUNT(gColorFilterMakers); ++i) {
+ SkAutoTUnref<SkColorFilter> colorFilter1(gColorFilterMakers[i]());
+ SkAutoTUnref<SkImageFilter> imageFilter1(SkColorFilterImageFilter::Create(
+ colorFilter1, NULL, NULL, 0));
+
+ // Move down to the next line and draw it
+ // each draw being at xOffset of the previous one
+ y += yOffset;
+ x = 0;
+ for (unsigned j = 1; j < SK_ARRAY_COUNT(gColorFilterMakers); ++j) {
+ SkAutoTUnref<SkColorFilter> colorFilter2(gColorFilterMakers[j]());
+ SkAutoTUnref<SkImageFilter> imageFilter2(SkColorFilterImageFilter::Create(
+ colorFilter2, imageFilter1, NULL, 0));
+ paint.setImageFilter(imageFilter2);
+ canvas->drawBitmap(bm, x, y, &paint);
+ x += xOffset;
+ }
+ }
+
+ // Move down one line to the beginning of the block for next bitmap
+ y += yOffset;
}
}