From 8a6697af95b340aad6dee7e6228048fa305c1e59 Mon Sep 17 00:00:00 2001 From: joshualitt Date: Wed, 30 Sep 2015 12:11:07 -0700 Subject: Fix for nexus 5 crashing in GL benches GLBenches do not expect gl state to change between onPerCanvasPreDraw and *PostDraw, but we do a clear and sometimes we clear as draw. This causes us to bind vertex objects / programs / etc. This change creates two new virtual methods which are called right before and immediately after timing. BUG=skia: Review URL: https://codereview.chromium.org/1379853003 --- bench/Benchmark.h | 10 ++++++++-- 1 file changed, 8 insertions(+), 2 deletions(-) (limited to 'bench/Benchmark.h') diff --git a/bench/Benchmark.h b/bench/Benchmark.h index 751172685e..06d42e81d4 100644 --- a/bench/Benchmark.h +++ b/bench/Benchmark.h @@ -70,13 +70,17 @@ public: // 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 preDraw(); + 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(const int loops, SkCanvas*); @@ -112,9 +116,11 @@ protected: virtual const char* onGetName() = 0; virtual const char* onGetUniqueName() { return this->onGetName(); } - virtual void onPreDraw() {} + 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++) { } virtual void onDraw(const int loops, SkCanvas*) = 0; -- cgit v1.2.3