Attempt at fixing color cube bench

The original bench was hitting the cache since it was using the same color filter for all loops. By creating a new color filter within the loop, at least this part of it is solved. I'm not 100% sure this is the right way, but at least the numbers are a bit more reasonable and are affected by the output resolution.

BUG=skia:

Review URL: https://codereview.chromium.org/648483002
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sugoi 2014-10-09 11:35:09 -07:00 коммит произвёл Commit bot
Родитель 8db6f23d90
Коммит 12b1831ea4
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@ -94,12 +94,11 @@ private:
} }
void test(const int loops, SkCanvas* canvas) { void test(const int loops, SkCanvas* canvas) {
SkPaint paint;
for (int i = 0; i < loops; i++) {
SkAutoTUnref<SkColorFilter> colorCube( SkAutoTUnref<SkColorFilter> colorCube(
SkColorCubeFilter::Create(fCubeData, fCubeDimension)); SkColorCubeFilter::Create(fCubeData, fCubeDimension));
SkPaint paint;
paint.setColorFilter(colorCube); paint.setColorFilter(colorCube);
for (int i = 0; i < loops; i++) {
canvas->drawBitmap(fBitmap, 0, 0, &paint); canvas->drawBitmap(fBitmap, 0, 0, &paint);
} }
} }