From 387eaff6c1ef9aca5645ee6c6f3df33ab32eee6e Mon Sep 17 00:00:00 2001 From: Brian Osman Date: Fri, 20 Jul 2018 14:50:44 -0400 Subject: 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 Commit-Queue: Brian Osman --- gn/bench.gni | 1 + 1 file changed, 1 insertion(+) (limited to 'gn') 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", ] -- cgit v1.2.3