1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2021 Google Inc. 3*c8dee2aaSAndroid Build Coastguard Worker * 4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be 5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file. 6*c8dee2aaSAndroid Build Coastguard Worker */ 7*c8dee2aaSAndroid Build Coastguard Worker 8*c8dee2aaSAndroid Build Coastguard Worker #include "bench/MSKPBench.h" 9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h" 10*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h" 11*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrRecordingContext.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "tools/MSKPPlayer.h" 13*c8dee2aaSAndroid Build Coastguard Worker MSKPBench(SkString name,std::unique_ptr<MSKPPlayer> player)14*c8dee2aaSAndroid Build Coastguard WorkerMSKPBench::MSKPBench(SkString name, std::unique_ptr<MSKPPlayer> player) 15*c8dee2aaSAndroid Build Coastguard Worker : fName(name), fPlayer(std::move(player)) {} 16*c8dee2aaSAndroid Build Coastguard Worker 17*c8dee2aaSAndroid Build Coastguard Worker MSKPBench::~MSKPBench() = default; 18*c8dee2aaSAndroid Build Coastguard Worker onDraw(int loops,SkCanvas * canvas)19*c8dee2aaSAndroid Build Coastguard Workervoid MSKPBench::onDraw(int loops, SkCanvas* canvas) { 20*c8dee2aaSAndroid Build Coastguard Worker for (int i = 0; i < loops; ++i) { 21*c8dee2aaSAndroid Build Coastguard Worker for (int f = 0; f < fPlayer->numFrames(); ++f) { 22*c8dee2aaSAndroid Build Coastguard Worker canvas->save(); 23*c8dee2aaSAndroid Build Coastguard Worker canvas->clipIRect(SkIRect::MakeSize(fPlayer->frameDimensions(f))); 24*c8dee2aaSAndroid Build Coastguard Worker fPlayer->playFrame(canvas, f); 25*c8dee2aaSAndroid Build Coastguard Worker canvas->restore(); 26*c8dee2aaSAndroid Build Coastguard Worker if (auto dContext = GrAsDirectContext(canvas->recordingContext())) { 27*c8dee2aaSAndroid Build Coastguard Worker dContext->flushAndSubmit(); 28*c8dee2aaSAndroid Build Coastguard Worker } 29*c8dee2aaSAndroid Build Coastguard Worker } 30*c8dee2aaSAndroid Build Coastguard Worker // Ensure each loop replays all offscreen layer draws from scratch. 31*c8dee2aaSAndroid Build Coastguard Worker fPlayer->rewindLayers(); 32*c8dee2aaSAndroid Build Coastguard Worker } 33*c8dee2aaSAndroid Build Coastguard Worker } 34*c8dee2aaSAndroid Build Coastguard Worker onGetName()35*c8dee2aaSAndroid Build Coastguard Workerconst char* MSKPBench::onGetName() { return fName.c_str(); } 36*c8dee2aaSAndroid Build Coastguard Worker onGetSize()37*c8dee2aaSAndroid Build Coastguard WorkerSkISize MSKPBench::onGetSize() { 38*c8dee2aaSAndroid Build Coastguard Worker auto dims = fPlayer->maxDimensions(); 39*c8dee2aaSAndroid Build Coastguard Worker return {dims.width(), dims.height()}; 40*c8dee2aaSAndroid Build Coastguard Worker } 41*c8dee2aaSAndroid Build Coastguard Worker onPreDraw(SkCanvas * canvas)42*c8dee2aaSAndroid Build Coastguard Workervoid MSKPBench::onPreDraw(SkCanvas* canvas) { 43*c8dee2aaSAndroid Build Coastguard Worker // We don't benchmark creation of the backing stores for layers so ensure they're all created. 44*c8dee2aaSAndroid Build Coastguard Worker fPlayer->allocateLayers(canvas); 45*c8dee2aaSAndroid Build Coastguard Worker } 46*c8dee2aaSAndroid Build Coastguard Worker onPostDraw(SkCanvas *)47*c8dee2aaSAndroid Build Coastguard Workervoid MSKPBench::onPostDraw(SkCanvas*) { 48*c8dee2aaSAndroid Build Coastguard Worker // nanobench can tear down the 3D API context/device before destroying the benchmarks. 49*c8dee2aaSAndroid Build Coastguard Worker fPlayer->resetLayers(); 50*c8dee2aaSAndroid Build Coastguard Worker } 51