blob: 20e4d417e9fa3daa445f284923c95030ed783af4 [file] [log] [blame]
* Copyright 2019 Google LLC
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
#include "bench/Benchmark.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkDeferredDisplayListRecorder.h"
#include "include/core/SkSurfaceCharacterization.h"
#include "include/gpu/GrDirectContext.h"
static SkSurfaceCharacterization create_characterization(GrDirectContext* direct) {
size_t maxResourceBytes = direct->getResourceCacheLimit();
if (!direct->colorTypeSupportedAsSurface(kRGBA_8888_SkColorType)) {
return SkSurfaceCharacterization();
SkImageInfo ii = SkImageInfo::Make(32, 32, kRGBA_8888_SkColorType,
kPremul_SkAlphaType, nullptr);
GrBackendFormat backendFormat = direct->defaultBackendFormat(kRGBA_8888_SkColorType,
if (!backendFormat.isValid()) {
return SkSurfaceCharacterization();
SkSurfaceProps props(0x0, kUnknown_SkPixelGeometry);
SkSurfaceCharacterization c = direct->threadSafeProxy()->createCharacterization(
maxResourceBytes, ii, backendFormat, 1,
kTopLeft_GrSurfaceOrigin, props, false);
return c;
// This benchmark tries to simulate how Viz is using SkDDLRecorders.
// For each config it will create a single DDLRecorder which it reuses for all the runs
// For each run it creates a DDL and stores it for later deletion.
class DDLRecorderBench : public Benchmark {
DDLRecorderBench() { }
bool isSuitableFor(Backend backend) override { return kGPU_Backend == backend; }
const char* onGetName() override { return "DDLRecorder"; }
void onDraw(int loops, SkCanvas* origCanvas) override {
if (!fRecorder) {
for (int i = 0; i < loops; ++i) {
SkCanvas* recordingCanvas = fRecorder->getCanvas();
recordingCanvas->drawRect(SkRect::MakeWH(32, 32), SkPaint());
// We create one DDLRecorder for all the timing runs and just keep reusing it
void onPerCanvasPreDraw(SkCanvas* origCanvas) override {
auto context = origCanvas->recordingContext()->asDirectContext();
if (!context) {
SkSurfaceCharacterization c = create_characterization(context);
fRecorder.reset(new SkDeferredDisplayListRecorder(c));
// We defer the clean up of the DDLs so it is done outside of the timing loop
void onPostDraw(SkCanvas*) override {
std::unique_ptr<SkDeferredDisplayListRecorder> fRecorder = nullptr;
std::vector<sk_sp<SkDeferredDisplayList>> fDDLs;
typedef Benchmark INHERITED;
DEF_BENCH(return new DDLRecorderBench();)