/* * 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 "../tools/Registry.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(...)) */ struct GrContextOptions; 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; } // Allows a benchmark to override options used to construct the GrContext. virtual void modifyGrContextOptions(GrContextOptions*) {} 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); } virtual void getGpuStats(SkCanvas*, SkTArray<SkString>* keys, SkTArray<double>* values) {} 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 sk_tools::Registry<Benchmark*(*)(void*)> BenchRegistry; #endif