/* * Copyright 2011 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkBenchmark_DEFINED #define SkBenchmark_DEFINED #include "SkRefCnt.h" #include "SkPoint.h" #include "SkString.h" #include "SkTRegistry.h" #define DEF_BENCH(code) \ namespace { \ static SkBenchmark* SK_MACRO_APPEND_LINE(factory)(void*) { code; } \ BenchRegistry SK_MACRO_APPEND_LINE(g_R_)(SK_MACRO_APPEND_LINE(factory)); \ } /* * With the above macros, you can register benches as follows (at the bottom * of your .cpp) * * DEF_BENCH(return new MyBenchmark(...)) * DEF_BENCH(return new MyBenchmark(...)) * DEF_BENCH(return new MyBenchmark(...)) */ class SkCanvas; class SkPaint; class SkTriState { public: enum State { kDefault, kTrue, kFalse }; static const char* Name[]; }; class SkBenchmark : public SkRefCnt { public: SK_DECLARE_INST_COUNT(SkBenchmark) SkBenchmark(); const char* getName(); SkIPoint getSize(); enum Backend { kNonRendering_Backend, kRaster_Backend, kGPU_Backend, kPDF_Backend, }; // Call to determine whether the benchmark is intended for // the rendering mode. virtual bool isSuitableFor(Backend backend) { return backend != kNonRendering_Backend; } // 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(); // Bench framework can tune loops to be large enough for stable timing. void draw(const int loops, SkCanvas*); // Call after draw, allows the benchmark to do cleanup work outside of the // timer. When a benchmark is repeatedly drawn, this is only called once // after the last draw. void postDraw(); void setForceAlpha(int alpha) { fForceAlpha = alpha; } void setForceAA(bool aa) { fForceAA = aa; } void setForceFilter(bool filter) { fForceFilter = filter; } void setDither(SkTriState::State state) { fDither = state; } /** Assign masks for paint-flags. These will be applied when setupPaint() * is called. * * Performs the following on the paint: * uint32_t flags = paint.getFlags(); * flags &= ~clearMask; * flags |= orMask; * paint.setFlags(flags); */ void setPaintMasks(uint32_t orMask, uint32_t clearMask) { fOrMask = orMask; fClearMask = clearMask; } static void SetResourcePath(const char* resPath) { gResourcePath.set(resPath); } static SkString& GetResourcePath() { return gResourcePath; } protected: virtual void setupPaint(SkPaint* paint); virtual const char* onGetName() = 0; virtual void onPreDraw() {} // 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; virtual void onPostDraw() {} virtual SkIPoint onGetSize(); private: int fForceAlpha; bool fForceAA; bool fForceFilter; SkTriState::State fDither; uint32_t fOrMask, fClearMask; static SkString gResourcePath; typedef SkRefCnt INHERITED; }; typedef SkTRegistry BenchRegistry; #endif