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| 1 /* | 1 /* |
| 2 * Copyright 2014 Google Inc. | 2 * Copyright 2014 Google Inc. |
| 3 * | 3 * |
| 4 * Use of this source code is governed by a BSD-style license that can be | 4 * Use of this source code is governed by a BSD-style license that can be |
| 5 * found in the LICENSE file. | 5 * found in the LICENSE file. |
| 6 */ | 6 */ |
| 7 | 7 |
| 8 #include <ctype.h> | 8 #include <ctype.h> |
| 9 | 9 |
| 10 #include "Benchmark.h" | 10 #include "Benchmark.h" |
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| 47 | 47 |
| 48 DEFINE_bool(cpu, true, "Master switch for CPU-bound work."); | 48 DEFINE_bool(cpu, true, "Master switch for CPU-bound work."); |
| 49 DEFINE_bool(gpu, true, "Master switch for GPU-bound work."); | 49 DEFINE_bool(gpu, true, "Master switch for GPU-bound work."); |
| 50 | 50 |
| 51 DEFINE_string(outResultsFile, "", "If given, write results here as JSON."); | 51 DEFINE_string(outResultsFile, "", "If given, write results here as JSON."); |
| 52 DEFINE_bool(resetGpuContext, true, "Reset the GrContext before running each benc
h."); | 52 DEFINE_bool(resetGpuContext, true, "Reset the GrContext before running each benc
h."); |
| 53 DEFINE_int32(maxCalibrationAttempts, 3, | 53 DEFINE_int32(maxCalibrationAttempts, 3, |
| 54 "Try up to this many times to guess loops for a bench, or skip the
bench."); | 54 "Try up to this many times to guess loops for a bench, or skip the
bench."); |
| 55 DEFINE_int32(maxLoops, 1000000, "Never run a bench more times than this."); | 55 DEFINE_int32(maxLoops, 1000000, "Never run a bench more times than this."); |
| 56 | 56 |
| 57 DEFINE_bool2(veryVerbose, V, false, "Print lots for debugging bots."); | |
| 58 | 57 |
| 59 static SkString humanize(double ms) { | 58 static SkString humanize(double ms) { |
| 60 if (ms > 1e+3) return SkStringPrintf("%.3gs", ms/1e3); | 59 if (ms > 1e+3) return SkStringPrintf("%.3gs", ms/1e3); |
| 61 if (ms < 1e-3) return SkStringPrintf("%.3gns", ms*1e6); | 60 if (ms < 1e-3) return SkStringPrintf("%.3gns", ms*1e6); |
| 62 #ifdef SK_BUILD_FOR_WIN | 61 #ifdef SK_BUILD_FOR_WIN |
| 63 if (ms < 1) return SkStringPrintf("%.3gus", ms*1e3); | 62 if (ms < 1) return SkStringPrintf("%.3gus", ms*1e3); |
| 64 #else | 63 #else |
| 65 if (ms < 1) return SkStringPrintf("%.3gµs", ms*1e3); | 64 if (ms < 1) return SkStringPrintf("%.3gµs", ms*1e3); |
| 66 #endif | 65 #endif |
| 67 return SkStringPrintf("%.3gms", ms); | 66 return SkStringPrintf("%.3gms", ms); |
| 68 } | 67 } |
| 69 #define HUMANIZE(ms) humanize(ms).c_str() | 68 #define HUMANIZE(ms) humanize(ms).c_str() |
| 70 | 69 |
| 71 static double time(int loops, Benchmark* bench, SkCanvas* canvas, SkGLContextHel
per* gl) { | 70 static double time(int loops, Benchmark* bench, SkCanvas* canvas, SkGLContextHel
per* gl) { |
| 72 WallTimer timer; | 71 WallTimer timer; |
| 73 timer.start(); | 72 timer.start(); |
| 74 if (bench) { | 73 if (bench) { |
| 75 if (FLAGS_veryVerbose) { SkDebugf("Timing %s for %d loops.\n", bench->ge
tName(), loops); } | |
| 76 bench->draw(loops, canvas); | 74 bench->draw(loops, canvas); |
| 77 } | 75 } |
| 78 if (canvas) { | 76 if (canvas) { |
| 79 canvas->flush(); | 77 canvas->flush(); |
| 80 } | 78 } |
| 81 #if SK_SUPPORT_GPU | 79 #if SK_SUPPORT_GPU |
| 82 if (gl) { | 80 if (gl) { |
| 83 SK_GL(*gl, Flush()); | 81 SK_GL(*gl, Flush()); |
| 84 gl->swapBuffers(); | 82 gl->swapBuffers(); |
| 85 } | 83 } |
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| 136 // ------------------------------------------ < N | 134 // ------------------------------------------ < N |
| 137 // bench_plus_overhead - overhead) | 135 // bench_plus_overhead - overhead) |
| 138 // | 136 // |
| 139 // Luckily, this also works well in practice. :) | 137 // Luckily, this also works well in practice. :) |
| 140 const double numer = overhead / FLAGS_overheadGoal - overhead; | 138 const double numer = overhead / FLAGS_overheadGoal - overhead; |
| 141 const double denom = bench_plus_overhead - overhead; | 139 const double denom = bench_plus_overhead - overhead; |
| 142 const int loops = clamp_loops(FLAGS_runOnce ? 1 : (int)ceil(numer / denom)); | 140 const int loops = clamp_loops(FLAGS_runOnce ? 1 : (int)ceil(numer / denom)); |
| 143 | 141 |
| 144 for (int i = 0; i < FLAGS_samples; i++) { | 142 for (int i = 0; i < FLAGS_samples; i++) { |
| 145 samples[i] = time(loops, bench, canvas, NULL) / loops; | 143 samples[i] = time(loops, bench, canvas, NULL) / loops; |
| 146 if (FLAGS_veryVerbose) { SkDebugf(" %s\n", HUMANIZE(samples[i])); } | |
| 147 } | 144 } |
| 148 return loops; | 145 return loops; |
| 149 } | 146 } |
| 150 | 147 |
| 151 #if SK_SUPPORT_GPU | 148 #if SK_SUPPORT_GPU |
| 152 static int gpu_bench(SkGLContextHelper* gl, | 149 static int gpu_bench(SkGLContextHelper* gl, |
| 153 Benchmark* bench, | 150 Benchmark* bench, |
| 154 SkCanvas* canvas, | 151 SkCanvas* canvas, |
| 155 double* samples) { | 152 double* samples) { |
| 156 // Make sure we're done with whatever came before. | 153 // Make sure we're done with whatever came before. |
| 157 SK_GL(*gl, Finish()); | 154 SK_GL(*gl, Finish()); |
| 158 | 155 |
| 159 // First, figure out how many loops it'll take to get a frame up to FLAGS_gp
uMs. | 156 // First, figure out how many loops it'll take to get a frame up to FLAGS_gp
uMs. |
| 160 int loops = 1; | 157 int loops = 1; |
| 161 if (!FLAGS_runOnce) { | 158 if (!FLAGS_runOnce) { |
| 162 double elapsed = 0; | 159 double elapsed = 0; |
| 163 do { | 160 do { |
| 164 loops *= 2; | 161 loops *= 2; |
| 165 // If the GPU lets frames lag at all, we need to make sure we're tim
ing | 162 // If the GPU lets frames lag at all, we need to make sure we're tim
ing |
| 166 // _this_ round, not still timing last round. We force this by loop
ing | 163 // _this_ round, not still timing last round. We force this by loop
ing |
| 167 // more times than any reasonable GPU will allow frames to lag. | 164 // more times than any reasonable GPU will allow frames to lag. |
| 168 for (int i = 0; i < FLAGS_gpuFrameLag; i++) { | 165 for (int i = 0; i < FLAGS_gpuFrameLag; i++) { |
| 169 elapsed = time(loops, bench, canvas, gl); | 166 elapsed = time(loops, bench, canvas, gl); |
| 170 } | 167 } |
| 171 } while (elapsed < FLAGS_gpuMs); | 168 } while (elapsed < FLAGS_gpuMs); |
| 172 | 169 |
| 173 // We've overshot at least a little. Scale back linearly. | 170 // We've overshot at least a little. Scale back linearly. |
| 174 loops = (int)ceil(loops * FLAGS_gpuMs / elapsed); | 171 loops = (int)ceil(loops * FLAGS_gpuMs / elapsed); |
| 175 | 172 |
| 176 if (FLAGS_veryVerbose) { SkDebugf("elapsed %s, loops %d\n", HUMANIZE(ela
psed), loops); } | |
| 177 | |
| 178 // Might as well make sure we're not still timing our calibration. | 173 // Might as well make sure we're not still timing our calibration. |
| 179 SK_GL(*gl, Finish()); | 174 SK_GL(*gl, Finish()); |
| 180 } | 175 } |
| 181 loops = clamp_loops(loops); | 176 loops = clamp_loops(loops); |
| 182 | 177 |
| 183 // Pretty much the same deal as the calibration: do some warmup to make | 178 // Pretty much the same deal as the calibration: do some warmup to make |
| 184 // sure we're timing steady-state pipelined frames. | 179 // sure we're timing steady-state pipelined frames. |
| 185 for (int i = 0; i < FLAGS_gpuFrameLag; i++) { | 180 for (int i = 0; i < FLAGS_gpuFrameLag; i++) { |
| 186 time(loops, bench, canvas, gl); | 181 time(loops, bench, canvas, gl); |
| 187 } | 182 } |
| 188 | 183 |
| 189 // Now, actually do the timing! | 184 // Now, actually do the timing! |
| 190 for (int i = 0; i < FLAGS_samples; i++) { | 185 for (int i = 0; i < FLAGS_samples; i++) { |
| 191 samples[i] = time(loops, bench, canvas, gl) / loops; | 186 samples[i] = time(loops, bench, canvas, gl) / loops; |
| 192 if (FLAGS_veryVerbose) { SkDebugf(" %s\n", HUMANIZE(samples[i])); } | |
| 193 } | 187 } |
| 194 return loops; | 188 return loops; |
| 195 } | 189 } |
| 196 #endif | 190 #endif |
| 197 | 191 |
| 198 static SkString to_lower(const char* str) { | 192 static SkString to_lower(const char* str) { |
| 199 SkString lower(str); | 193 SkString lower(str); |
| 200 for (size_t i = 0; i < lower.size(); i++) { | 194 for (size_t i = 0; i < lower.size(); i++) { |
| 201 lower[i] = tolower(lower[i]); | 195 lower[i] = tolower(lower[i]); |
| 202 } | 196 } |
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| 341 | 335 |
| 342 const int loops = | 336 const int loops = |
| 343 #if SK_SUPPORT_GPU | 337 #if SK_SUPPORT_GPU |
| 344 Benchmark::kGPU_Backend == targets[j]->backend | 338 Benchmark::kGPU_Backend == targets[j]->backend |
| 345 ? gpu_bench(targets[j]->gl, bench.get(), canvas, samples.get()) | 339 ? gpu_bench(targets[j]->gl, bench.get(), canvas, samples.get()) |
| 346 : | 340 : |
| 347 #endif | 341 #endif |
| 348 cpu_bench( overhead, bench.get(), canvas, samples.get()); | 342 cpu_bench( overhead, bench.get(), canvas, samples.get()); |
| 349 | 343 |
| 350 if (loops == 0) { | 344 if (loops == 0) { |
| 345 SkDebugf("Unable to time %s\t%s (overhead %s)\n", |
| 346 bench->getName(), config, HUMANIZE(overhead)); |
| 351 continue; | 347 continue; |
| 352 } | 348 } |
| 353 | 349 |
| 354 Stats stats(samples.get(), FLAGS_samples); | 350 Stats stats(samples.get(), FLAGS_samples); |
| 355 log.config(config); | 351 log.config(config); |
| 356 log.timer("min_ms", stats.min); | 352 log.timer("min_ms", stats.min); |
| 357 log.timer("median_ms", stats.median); | 353 log.timer("median_ms", stats.median); |
| 358 log.timer("mean_ms", stats.mean); | 354 log.timer("mean_ms", stats.mean); |
| 359 log.timer("max_ms", stats.max); | 355 log.timer("max_ms", stats.max); |
| 360 log.timer("stddev_ms", sqrt(stats.var)); | 356 log.timer("stddev_ms", sqrt(stats.var)); |
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| 399 } | 395 } |
| 400 | 396 |
| 401 return 0; | 397 return 0; |
| 402 } | 398 } |
| 403 | 399 |
| 404 #if !defined SK_BUILD_FOR_IOS | 400 #if !defined SK_BUILD_FOR_IOS |
| 405 int main(int argc, char * const argv[]) { | 401 int main(int argc, char * const argv[]) { |
| 406 return tool_main(argc, (char**) argv); | 402 return tool_main(argc, (char**) argv); |
| 407 } | 403 } |
| 408 #endif | 404 #endif |
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