/*
* Copyright (C) 2015 The Android Open Source Project
*
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
#include <benchmark/benchmark.h>
#include "Matrix.h"
#include "Rect.h"
#include "Vector.h"
#include "VertexBuffer.h"
#include "TessellationCache.h"
#include <SkPath.h>
#include <memory>
using namespace android;
using namespace android::uirenderer;
struct ShadowTestData {
Matrix4 drawTransform;
Rect localClip;
Matrix4 casterTransformXY;
Matrix4 casterTransformZ;
Vector3 lightCenter;
float lightRadius;
};
void createShadowTestData(ShadowTestData* out) {
static float SAMPLE_DRAW_TRANSFORM[] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
0, 0, 0, 1,
};
static float SAMPLE_CASTERXY[] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
32, 32, 0, 1,
};
static float SAMPLE_CASTERZ[] = {
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0,
32, 32, 32, 1,
};
static Rect SAMPLE_CLIP(0, 0, 1536, 2048);
static Vector3 SAMPLE_LIGHT_CENTER{768, -400, 1600};
static float SAMPLE_LIGHT_RADIUS = 1600;
out->drawTransform.load(SAMPLE_DRAW_TRANSFORM);
out->localClip = SAMPLE_CLIP;
out->casterTransformXY.load(SAMPLE_CASTERXY);
out->casterTransformZ.load(SAMPLE_CASTERZ);
out->lightCenter = SAMPLE_LIGHT_CENTER;
out->lightRadius = SAMPLE_LIGHT_RADIUS;
}
static inline void tessellateShadows(ShadowTestData& testData, bool opaque,
const SkPath& shape, VertexBuffer* ambient, VertexBuffer* spot) {
tessellateShadows(&testData.drawTransform, &testData.localClip,
opaque, &shape, &testData.casterTransformXY,
&testData.casterTransformZ, testData.lightCenter,
testData.lightRadius, *ambient, *spot);
}
void BM_TessellateShadows_roundrect_opaque(benchmark::State& state) {
ShadowTestData shadowData;
createShadowTestData(&shadowData);
SkPath path;
path.addRoundRect(SkRect::MakeWH(100, 100), 5, 5);
while (state.KeepRunning()) {
VertexBuffer ambient;
VertexBuffer spot;
tessellateShadows(shadowData, true, path, &ambient, &spot);
benchmark::DoNotOptimize(&ambient);
benchmark::DoNotOptimize(&spot);
}
}
BENCHMARK(BM_TessellateShadows_roundrect_opaque);
void BM_TessellateShadows_roundrect_translucent(benchmark::State& state) {
ShadowTestData shadowData;
createShadowTestData(&shadowData);
SkPath path;
path.reset();
path.addRoundRect(SkRect::MakeLTRB(0, 0, 100, 100), 5, 5);
while (state.KeepRunning()) {
std::unique_ptr<VertexBuffer> ambient(new VertexBuffer);
std::unique_ptr<VertexBuffer> spot(new VertexBuffer);
tessellateShadows(shadowData, false, path, ambient.get(), spot.get());
benchmark::DoNotOptimize(ambient.get());
benchmark::DoNotOptimize(spot.get());
}
}
BENCHMARK(BM_TessellateShadows_roundrect_translucent);