blob: 1da667f4430ff317ef4e261167def3e1db1570ce [file] [log] [blame]
#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 <bool kClamp, bool kWide>
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<false, true>);)
DEF_BENCH(return (new PMFloatBench< true, false>);)
DEF_BENCH(return (new PMFloatBench<false, false>);)