/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "SkBenchmark.h" #include "SkCanvas.h" #include "SkColorShader.h" #include "SkFontHost.h" #include "SkPaint.h" #include "SkRandom.h" #include "SkString.h" #include "SkTemplates.h" #define STR "Hamburgefons" enum FontQuality { kBW, kAA, kLCD }; static const char* fontQualityName(const SkPaint& paint) { if (!paint.isAntiAlias()) { return "BW"; } if (paint.isLCDRenderText()) { return "LCD"; } return "AA"; } class ShaderMaskBench : public SkBenchmark { SkPaint fPaint; SkString fText; SkString fName; FontQuality fFQ; public: ShaderMaskBench(bool isOpaque, FontQuality fq) { fFQ = fq; fText.set(STR); fPaint.setAntiAlias(kBW != fq); fPaint.setLCDRenderText(kLCD == fq); fPaint.setAlpha(isOpaque ? 0xFF : 0x80); fPaint.setShader(new SkColorShader)->unref(); } protected: virtual const char* onGetName() { fName.printf("shadermask"); fName.appendf("_%s", fontQualityName(fPaint)); fName.appendf("_%02X", fPaint.getAlpha()); return fName.c_str(); } virtual void onDraw(const int loops, SkCanvas* canvas) { const SkIPoint dim = this->getSize(); SkRandom rand; SkPaint paint(fPaint); this->setupPaint(&paint); // explicitly need these paint.setAlpha(fPaint.getAlpha()); paint.setAntiAlias(kBW != fFQ); paint.setLCDRenderText(kLCD == fFQ); const SkScalar x0 = SkIntToScalar(-10); const SkScalar y0 = SkIntToScalar(-10); paint.setTextSize(SkIntToScalar(12)); for (int i = 0; i < loops; i++) { SkScalar x = x0 + rand.nextUScalar1() * dim.fX; SkScalar y = y0 + rand.nextUScalar1() * dim.fY; canvas->drawText(fText.c_str(), fText.size(), x, y, paint); } paint.setTextSize(SkIntToScalar(48)); for (int i = 0; i < loops / 4 ; i++) { SkScalar x = x0 + rand.nextUScalar1() * dim.fX; SkScalar y = y0 + rand.nextUScalar1() * dim.fY; canvas->drawText(fText.c_str(), fText.size(), x, y, paint); } } private: typedef SkBenchmark INHERITED; }; /////////////////////////////////////////////////////////////////////////////// DEF_BENCH( return new ShaderMaskBench(true, kBW); ) DEF_BENCH( return new ShaderMaskBench(false, kBW); ) DEF_BENCH( return new ShaderMaskBench(true, kAA); ) DEF_BENCH( return new ShaderMaskBench(false, kAA); ) DEF_BENCH( return new ShaderMaskBench(true, kLCD); ) DEF_BENCH( return new ShaderMaskBench(false, kLCD); )