| Index: bench/SkBenchmark.h
|
| diff --git a/bench/SkBenchmark.h b/bench/SkBenchmark.h
|
| deleted file mode 100644
|
| index 012d0fd0b0f6ca1164e73e3a61ad83f57dad9b53..0000000000000000000000000000000000000000
|
| --- a/bench/SkBenchmark.h
|
| +++ /dev/null
|
| @@ -1,128 +0,0 @@
|
| -
|
| -/*
|
| - * Copyright 2011 Google Inc.
|
| - *
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| - * 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)
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| - *
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| - * DEF_BENCH(return new MyBenchmark(...))
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| - * DEF_BENCH(return new MyBenchmark(...))
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| - * DEF_BENCH(return new MyBenchmark(...))
|
| - */
|
| -
|
| -
|
| -class SkCanvas;
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| -class SkPaint;
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| -
|
| -class SkTriState {
|
| -public:
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| - enum State {
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| - kDefault,
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| - kTrue,
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| - kFalse
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| - };
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| - static const char* Name[];
|
| -};
|
| -
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| -class SkBenchmark : public SkRefCnt {
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| -public:
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| - SK_DECLARE_INST_COUNT(SkBenchmark)
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| -
|
| - SkBenchmark();
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| -
|
| - const char* getName();
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| - SkIPoint getSize();
|
| -
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| - enum Backend {
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| - kNonRendering_Backend,
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| - kRaster_Backend,
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| - kGPU_Backend,
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| - kPDF_Backend,
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| - };
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| -
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| - // Call to determine whether the benchmark is intended for
|
| - // the rendering mode.
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| - virtual bool isSuitableFor(Backend backend) {
|
| - return backend != kNonRendering_Backend;
|
| - }
|
| -
|
| - // Call before draw, allows the benchmark to do setup work outside of the
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| - // timer. When a benchmark is repeatedly drawn, this should be called once
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| - // before the initial draw.
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| - void preDraw();
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| -
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| - // Bench framework can tune loops to be large enough for stable timing.
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| - void draw(const int loops, SkCanvas*);
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| -
|
| - void setForceAlpha(int alpha) {
|
| - fForceAlpha = alpha;
|
| - }
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| -
|
| - void setForceAA(bool aa) {
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| - fForceAA = aa;
|
| - }
|
| -
|
| - void setForceFilter(bool filter) {
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| - fForceFilter = filter;
|
| - }
|
| -
|
| - void setDither(SkTriState::State state) {
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| - fDither = state;
|
| - }
|
| -
|
| - /** Assign masks for paint-flags. These will be applied when setupPaint()
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| - * is called.
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| - *
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| - * Performs the following on the paint:
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| - * uint32_t flags = paint.getFlags();
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| - * flags &= ~clearMask;
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| - * flags |= orMask;
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| - * paint.setFlags(flags);
|
| - */
|
| - void setPaintMasks(uint32_t orMask, uint32_t clearMask) {
|
| - fOrMask = orMask;
|
| - fClearMask = clearMask;
|
| - }
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| -
|
| -protected:
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| - virtual void setupPaint(SkPaint* paint);
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| -
|
| - virtual const char* onGetName() = 0;
|
| - virtual void onPreDraw() {}
|
| - // Each bench should do its main work in a loop like this:
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| - // for (int i = 0; i < loops; i++) { <work here> }
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| - virtual void onDraw(const int loops, SkCanvas*) = 0;
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| -
|
| - virtual SkIPoint onGetSize();
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| -
|
| -private:
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| - int fForceAlpha;
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| - bool fForceAA;
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| - bool fForceFilter;
|
| - SkTriState::State fDither;
|
| - uint32_t fOrMask, fClearMask;
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| -
|
| - typedef SkRefCnt INHERITED;
|
| -};
|
| -
|
| -typedef SkTRegistry<SkBenchmark*(*)(void*)> BenchRegistry;
|
| -
|
| -#endif
|
|
|