/*
* 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