/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "VisualStreamTimingModule.h"
#include "SkCanvas.h"
DEFINE_bool(reset, true, "Reset the GL context between samples.");
VisualStreamTimingModule::VisualStreamTimingModule(VisualBench* owner)
: fInitState(kReset_InitState)
, fOwner(owner) {
fBenchmarkStream.reset(new VisualBenchmarkStream(owner->getSurfaceProps()));
}
inline void VisualStreamTimingModule::handleInitState(SkCanvas* canvas) {
switch (fInitState) {
case kNewBenchmark_InitState:
fBenchmarkStream->current()->delayedSetup();
// fallthrough
case kReset_InitState:
// This will flicker unfortunately, but as we are reseting the GLContext each bench,
// we unfortunately don't have a choice
fOwner->clear(canvas, SK_ColorWHITE, 3);
fBenchmarkStream->current()->preTimingHooks(canvas);
break;
case kNone_InitState:
break;
}
fInitState = kNone_InitState;
}
inline void VisualStreamTimingModule::handleTimingEvent(SkCanvas* canvas,
TimingStateMachine::ParentEvents event) {
switch (event) {
case TimingStateMachine::kTiming_ParentEvents:
break;
case TimingStateMachine::kTimingFinished_ParentEvents:
if (this->timingFinished(fBenchmarkStream->current(), fTSM.loops(),
fTSM.lastMeasurement())) {
fBenchmarkStream->current()->postTimingHooks(canvas);
fOwner->reset();
fTSM.nextBenchmark();
if (!fBenchmarkStream->next()) {
SkDebugf("Exiting VisualBench successfully\n");
fOwner->closeWindow();
} else {
fInitState = kNewBenchmark_InitState;
}
break;
}
// fallthrough
case TimingStateMachine::kReset_ParentEvents:
if (FLAGS_reset) {
fBenchmarkStream->current()->postTimingHooks(canvas);
fOwner->reset();
fInitState = kReset_InitState;
}
break;
}
}
void VisualStreamTimingModule::draw(SkCanvas* canvas) {
if (!fBenchmarkStream->current()) {
// this should never happen but just to be safe
// TODO research why this does happen on mac
return;
}
this->handleInitState(canvas);
this->renderFrame(canvas, fBenchmarkStream->current(), fTSM.loops());
fOwner->present();
TimingStateMachine::ParentEvents event = fTSM.nextFrame(FLAGS_reset);
this->handleTimingEvent(canvas, event);
}