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Side by Side Diff: bench/PMFloatBench.cpp

Issue 978213003: 4-at-a-time SkPMColor -> SkPMFloat API. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: 4 Created 5 years, 9 months ago
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1 #include "Benchmark.h" 1 #include "Benchmark.h"
2 #include "SkPMFloat.h" 2 #include "SkPMFloat.h"
3 3
4 // Used to prevent the compiler from optimizing away the whole loop. 4 // Used to prevent the compiler from optimizing away the whole loop.
5 volatile uint32_t blackhole = 0; 5 volatile uint32_t blackhole = 0;
6 6
7 // Not a great random number generator, but it's very fast. 7 // Not a great random number generator, but it's very fast.
8 // The code we're measuring is quite fast, so low overhead is essential. 8 // The code we're measuring is quite fast, so low overhead is essential.
9 static uint32_t lcg_rand(uint32_t* seed) { 9 static uint32_t lcg_rand(uint32_t* seed) {
10 *seed *= 1664525; 10 *seed *= 1664525;
11 *seed += 1013904223; 11 *seed += 1013904223;
12 return *seed; 12 return *seed;
13 } 13 }
14 14
15 // I'm having better luck getting these to constant-propagate away as template p arameters.
16 template <bool kClamp, bool kWide>
15 struct PMFloatBench : public Benchmark { 17 struct PMFloatBench : public Benchmark {
16 explicit PMFloatBench(bool clamp) : fClamp(clamp) {} 18 PMFloatBench() {}
17 19
18 const char* onGetName() SK_OVERRIDE { return fClamp ? "SkPMFloat_clamp" : "S kPMFloat_get"; } 20 const char* onGetName() SK_OVERRIDE {
21 switch (kClamp << 1 | kWide) {
22 case 0: return "SkPMFloat_get_1x";
23 case 1: return "SkPMFloat_get_4x";
24 case 2: return "SkPMFloat_clamp_1x";
25 case 3: return "SkPMFloat_clamp_4x";
26 }
27 SkFAIL("unreachable");
28 return "oh bother";
29 }
19 bool isSuitableFor(Backend backend) SK_OVERRIDE { return backend == kNonRend ering_Backend; } 30 bool isSuitableFor(Backend backend) SK_OVERRIDE { return backend == kNonRend ering_Backend; }
20 31
21 void onDraw(const int loops, SkCanvas* canvas) SK_OVERRIDE { 32 void onDraw(const int loops, SkCanvas* canvas) SK_OVERRIDE {
22 // Unlike blackhole, junk can and probably will be a register. 33 // Unlike blackhole, junk can and probably will be a register.
23 uint32_t junk = 0; 34 uint32_t junk = 0;
24 uint32_t seed = 0; 35 uint32_t seed = 0;
25 for (int i = 0; i < loops; i++) { 36 for (int i = 0; i < loops; i++) {
37 SkPMColor colors[4];
26 #ifdef SK_DEBUG 38 #ifdef SK_DEBUG
27 // Our SkASSERTs will remind us that it's technically required that we premultiply. 39 for (int i = 0; i < 4; i++) {
28 SkPMColor c = SkPreMultiplyColor(lcg_rand(&seed)); 40 // Our SkASSERTs will remind us that it's technically required t hat we premultiply.
41 colors[i] = SkPreMultiplyColor(lcg_rand(&seed));
42 }
29 #else 43 #else
30 // But it's a lot faster not to, and this code won't really mind the non-PM colors. 44 // But it's a lot faster not to, and this code won't really mind the non-PM colors.
31 SkPMColor c = lcg_rand(&seed); 45 (void)lcg_rand(&seed);
46 colors[0] = seed + 0;
47 colors[1] = seed + 1;
48 colors[2] = seed + 2;
49 colors[3] = seed + 3;
32 #endif 50 #endif
33 SkPMFloat pmf = SkPMFloat::FromPMColor(c); 51
34 SkPMColor back = fClamp ? pmf.clamped() : pmf.get(); 52 SkPMFloat floats[4];
35 junk ^= back; 53 if (kWide) {
54 SkPMFloat::From4PMColors(floats, colors);
55 } else {
56 for (int i = 0; i < 4; i++) {
57 floats[i] = SkPMFloat::FromPMColor(colors[i]);
58 }
59 }
60
61 SkPMColor back[4];
62 switch (kClamp << 1 | kWide) {
63 case 0: for (int i = 0; i < 4; i++) { back[i] = floats[i].get(); } break;
64 case 1: SkPMFloat::To4PMColors(back, floats); break;
65 case 2: for (int i = 0; i < 4; i++) { back[i] = floats[i].clampe d(); } break;
66 case 3: SkPMFloat::ClampTo4PMColors(back, floats); break;
67 }
68 for (int i = 0; i < 4; i++) {
69 junk ^= back[i];
70 }
36 } 71 }
37 blackhole ^= junk; 72 blackhole ^= junk;
38 } 73 }
74 };
39 75
40 bool fClamp; 76 // Extra () help DEF_BENCH not get confused by the comma inside the <>.
41 }; 77 DEF_BENCH(return (new PMFloatBench< true, true>);)
42 DEF_BENCH(return new PMFloatBench( true);) 78 DEF_BENCH(return (new PMFloatBench<false, true>);)
43 DEF_BENCH(return new PMFloatBench(false);) 79 DEF_BENCH(return (new PMFloatBench< true, false>);)
80 DEF_BENCH(return (new PMFloatBench<false, false>);)
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