moz-skia/bench/ShaderMaskBench.cpp

100 строки
2.7 KiB
C++
Исходник Обычный вид История

/*
* Copyright 2011 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "SkBenchmark.h"
#include "SkCanvas.h"
#include "SkColorShader.h"
#include "SkFontHost.h"
#include "SkPaint.h"
#include "SkRandom.h"
#include "SkString.h"
#include "SkTemplates.h"
#define STR "Hamburgefons"
enum FontQuality {
kBW,
kAA,
kLCD
};
static const char* fontQualityName(const SkPaint& paint) {
if (!paint.isAntiAlias()) {
return "BW";
}
if (paint.isLCDRenderText()) {
return "LCD";
}
return "AA";
}
class ShaderMaskBench : public SkBenchmark {
SkPaint fPaint;
SkString fText;
SkString fName;
FontQuality fFQ;
public:
ShaderMaskBench(bool isOpaque, FontQuality fq) {
fFQ = fq;
fText.set(STR);
fPaint.setAntiAlias(kBW != fq);
fPaint.setLCDRenderText(kLCD == fq);
fPaint.setAlpha(isOpaque ? 0xFF : 0x80);
fPaint.setShader(new SkColorShader)->unref();
}
protected:
virtual const char* onGetName() {
fName.printf("shadermask");
fName.appendf("_%s", fontQualityName(fPaint));
fName.appendf("_%02X", fPaint.getAlpha());
return fName.c_str();
}
virtual void onDraw(const int loops, SkCanvas* canvas) {
const SkIPoint dim = this->getSize();
SkRandom rand;
SkPaint paint(fPaint);
this->setupPaint(&paint);
// explicitly need these
paint.setAlpha(fPaint.getAlpha());
paint.setAntiAlias(kBW != fFQ);
paint.setLCDRenderText(kLCD == fFQ);
const SkScalar x0 = SkIntToScalar(-10);
const SkScalar y0 = SkIntToScalar(-10);
paint.setTextSize(SkIntToScalar(12));
for (int i = 0; i < loops; i++) {
SkScalar x = x0 + rand.nextUScalar1() * dim.fX;
SkScalar y = y0 + rand.nextUScalar1() * dim.fY;
canvas->drawText(fText.c_str(), fText.size(), x, y, paint);
}
paint.setTextSize(SkIntToScalar(48));
for (int i = 0; i < loops / 4 ; i++) {
SkScalar x = x0 + rand.nextUScalar1() * dim.fX;
SkScalar y = y0 + rand.nextUScalar1() * dim.fY;
canvas->drawText(fText.c_str(), fText.size(), x, y, paint);
}
}
private:
typedef SkBenchmark INHERITED;
};
///////////////////////////////////////////////////////////////////////////////
DEF_BENCH( return new ShaderMaskBench(true, kBW); )
DEF_BENCH( return new ShaderMaskBench(false, kBW); )
DEF_BENCH( return new ShaderMaskBench(true, kAA); )
DEF_BENCH( return new ShaderMaskBench(false, kAA); )
DEF_BENCH( return new ShaderMaskBench(true, kLCD); )
DEF_BENCH( return new ShaderMaskBench(false, kLCD); )