#include "Benchmark.h" #include "SkPMFloat.h" // Used to prevent the compiler from optimizing away the whole loop. volatile uint32_t blackhole = 0; // Not a great random number generator, but it's very fast. // The code we're measuring is quite fast, so low overhead is essential. static uint32_t lcg_rand(uint32_t* seed) { *seed *= 1664525; *seed += 1013904223; return *seed; } // I'm having better luck getting these to constant-propagate away as template parameters. template struct PMFloatBench : public Benchmark { PMFloatBench() {} const char* onGetName() SK_OVERRIDE { switch (kClamp << 1 | kWide) { case 0: return "SkPMFloat_get_1x"; case 1: return "SkPMFloat_get_4x"; case 2: return "SkPMFloat_clamp_1x"; case 3: return "SkPMFloat_clamp_4x"; } SkFAIL("unreachable"); return "oh bother"; } bool isSuitableFor(Backend backend) SK_OVERRIDE { return backend == kNonRendering_Backend; } void onDraw(const int loops, SkCanvas* canvas) SK_OVERRIDE { // Unlike blackhole, junk can and probably will be a register. uint32_t junk = 0; uint32_t seed = 0; for (int i = 0; i < loops; i++) { SkPMColor colors[4]; #ifdef SK_DEBUG for (int i = 0; i < 4; i++) { // Our SkASSERTs will remind us that it's technically required that we premultiply. colors[i] = SkPreMultiplyColor(lcg_rand(&seed)); } #else // But it's a lot faster not to, and this code won't really mind the non-PM colors. (void)lcg_rand(&seed); colors[0] = seed + 0; colors[1] = seed + 1; colors[2] = seed + 2; colors[3] = seed + 3; #endif SkPMFloat floats[4]; if (kWide) { SkPMFloat::From4PMColors(floats, colors); } else { for (int i = 0; i < 4; i++) { floats[i] = SkPMFloat::FromPMColor(colors[i]); } } SkPMColor back[4]; switch (kClamp << 1 | kWide) { case 0: for (int i = 0; i < 4; i++) { back[i] = floats[i].get(); } break; case 1: SkPMFloat::To4PMColors(back, floats); break; case 2: for (int i = 0; i < 4; i++) { back[i] = floats[i].clamped(); } break; case 3: SkPMFloat::ClampTo4PMColors(back, floats); break; } for (int i = 0; i < 4; i++) { junk ^= back[i]; } } blackhole ^= junk; } }; // Extra () help DEF_BENCH not get confused by the comma inside the <>. DEF_BENCH(return (new PMFloatBench< true, true>);) DEF_BENCH(return (new PMFloatBench);) DEF_BENCH(return (new PMFloatBench< true, false>);) DEF_BENCH(return (new PMFloatBench);)