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authorGravatar Brian Osman <brianosman@google.com>2018-07-20 14:50:44 -0400
committerGravatar Skia Commit-Bot <skia-commit-bot@chromium.org>2018-07-20 21:07:16 +0000
commit387eaff6c1ef9aca5645ee6c6f3df33ab32eee6e (patch)
treea312206091de5e397818f54e6c3af730d4b6d01d /gn
parentd9c5595821196a35b3445dcdc05ec01cd5af3299 (diff)
Vertex color xform bench
Measures two different strategies for dealing with color space transform of per-op colors. Assuming we already use vertex colors, is it better to transform them on the CPU, and use float4 color attributes, or transform them on the GPU, and use ubyte4 color attributes? So far, looks like ubyte4 w/GPU transform wins. Change-Id: If49d75303f669fe7f78af8771af906fa0e872577 Reviewed-on: https://skia-review.googlesource.com/142801 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Brian Osman <brianosman@google.com>
Diffstat (limited to 'gn')
-rw-r--r--gn/bench.gni1
1 files changed, 1 insertions, 0 deletions
diff --git a/gn/bench.gni b/gn/bench.gni
index 688636db57..b3b25611ec 100644
--- a/gn/bench.gni
+++ b/gn/bench.gni
@@ -121,6 +121,7 @@ bench_sources = [
"$_bench/TileImageFilterBench.cpp",
"$_bench/TopoSortBench.cpp",
"$_bench/VertBench.cpp",
+ "$_bench/VertexColorSpaceBench.cpp",
"$_bench/WritePixelsBench.cpp",
"$_bench/WriterBench.cpp",
]