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authorGravatar Mike Klein <mtklein@chromium.org>2017-01-20 15:11:54 -0500
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2017-01-23 20:00:23 +0000
commit319ba3d3a177498095c31696e0aec8b3af25f663 (patch)
treebed59456eaf6d87a39eed79c33df5e3fe6921e8b /bench/SkRasterPipelineBench.cpp
parent889176b3a3b5b71cc05c51dad3e7d2ddac610b7e (diff)
Move shader register setup to SkRasterPipelineBlitter.
We've been seeding the initial values of our registers to x+0.5,y+0.5, 1,0, 0,0,0,0 (useful values for shaders to start with) in all pipelines. This CL changes that to do so only when blitting, and only when we have a shader. The nicest part of this change is that SkRasterPipeline itself no longer needs to have a concept of y, or what x means. It just marches x through [x,x+n), and the blitter handles y and layers the meaning of "dst x coordinate" onto x. This ought to make SkSplicer a little easier to work with too. dm --src gm --config f16 srgb 565 all draws the same. Change-Id: I69d8c1cc14a06e5dfdd6a7493364f43a18f8dec5 Reviewed-on: https://skia-review.googlesource.com/7353 Reviewed-by: Herb Derby <herb@google.com> Commit-Queue: Mike Klein <mtklein@chromium.org>
Diffstat (limited to 'bench/SkRasterPipelineBench.cpp')
-rw-r--r--bench/SkRasterPipelineBench.cpp8
1 files changed, 4 insertions, 4 deletions
diff --git a/bench/SkRasterPipelineBench.cpp b/bench/SkRasterPipelineBench.cpp
index 9afc029c30..7447f4d059 100644
--- a/bench/SkRasterPipelineBench.cpp
+++ b/bench/SkRasterPipelineBench.cpp
@@ -63,11 +63,11 @@ public:
if (kCompiled) {
auto compiled = p.compile();
while (loops --> 0) {
- compiled(0,0, N);
+ compiled(0,N);
}
} else {
while (loops --> 0) {
- p.run(0,0, N);
+ p.run(0,N);
}
}
}
@@ -100,11 +100,11 @@ public:
if (kCompiled) {
auto compiled = p.compile();
while (loops --> 0) {
- compiled(0,0, N);
+ compiled(0,N);
}
} else {
while (loops --> 0) {
- p.run(0,0, N);
+ p.run(0,N);
}
}
}