blob: 8e8eeff4f2d1e7980afb8dc560a588feaeec79dc [file] [log] [blame]
/*
* 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 Benchmark_DEFINED
#define Benchmark_DEFINED
#include "SkPoint.h"
#include "SkRefCnt.h"
#include "SkString.h"
#include "SkTRegistry.h"
#define DEF_BENCH(code) \
namespace { \
static Benchmark* 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 Benchmark : public SkRefCnt {
public:
SK_DECLARE_INST_COUNT(Benchmark)
Benchmark();
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*);
void setForceAlpha(int alpha) {
fForceAlpha = alpha;
}
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;
}
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++) { <work here> }
virtual void onDraw(const int loops, SkCanvas*) = 0;
virtual SkIPoint onGetSize();
private:
int fForceAlpha;
SkTriState::State fDither;
uint32_t fOrMask, fClearMask;
typedef SkRefCnt INHERITED;
};
typedef SkTRegistry<Benchmark*(*)(void*)> BenchRegistry;
#endif