зеркало из https://github.com/mozilla/moz-skia.git
Insert swapbuffers into GPU benchmarks.
R=mtklein@google.com Review URL: https://codereview.chromium.org/26489003 git-svn-id: http://skia.googlecode.com/svn/trunk@11704 2bbb7eff-a529-9590-31e7-b0007b416f81
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1ddfbc201a
Коммит
70de4da331
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@ -565,21 +565,27 @@ int tool_main(int argc, char** argv) {
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double previous = std::numeric_limits<double>::infinity();
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bool converged = false;
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bench->setLoops(0);
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// variables used to compute loopsPerFrame
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double frameIntervalTime = 0.0f;
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int frameIntervalTotalLoops = 0;
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bool frameIntervalComputed = false;
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int loopsPerFrame = 0;
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int loopsPerIter = 0;
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if (FLAGS_verbose) { SkDebugf("%s %s: ", bench->getName(), config.name); }
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do {
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// Ramp up 1 -> 4 -> 16 -> ... -> ~1 billion.
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const int loops = bench->getLoops();
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if (loops >= (1<<30) || timer.fWall > FLAGS_maxMs) {
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// Ramp up 1 -> 2 -> 4 -> 8 -> 16 -> ... -> ~1 billion.
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loopsPerIter = (loopsPerIter == 0) ? 1 : loopsPerIter * 2;
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if (loopsPerIter >= (1<<30) || timer.fWall > FLAGS_maxMs) {
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// If you find it takes more than a billion loops to get up to 20ms of runtime,
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// you've got a computer clocked at several THz or have a broken benchmark. ;)
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// "1B ought to be enough for anybody."
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logger.logError(SkStringPrintf(
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"Can't get %s %s to converge in %dms.\n",
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bench->getName(), config.name, FLAGS_maxMs));
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"\nCan't get %s %s to converge in %dms (%d loops)",
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bench->getName(), config.name, FLAGS_maxMs, loopsPerIter));
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break;
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}
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bench->setLoops(loops == 0 ? 1 : loops * 2);
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if ((benchMode == kRecord_BenchMode || benchMode == kPictureRecord_BenchMode)) {
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// Clear the recorded commands so that they do not accumulate.
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@ -590,16 +596,39 @@ int tool_main(int argc, char** argv) {
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if (NULL != canvas) {
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canvas->save();
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}
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if (benchMode == kPictureRecord_BenchMode) {
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recordFrom.draw(canvas);
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} else {
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bench->draw(canvas);
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}
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if (kDeferredSilent_BenchMode == benchMode) {
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static_cast<SkDeferredCanvas*>(canvas.get())->silentFlush();
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} else if (NULL != canvas) {
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canvas->flush();
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// Inner loop that allows us to break the run into smaller
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// chunks (e.g. frames). This is especially useful for the GPU
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// as we can flush and/or swap buffers to keep the GPU from
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// queuing up too much work.
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for (int loopCount = loopsPerIter; loopCount > 0; ) {
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if (frameIntervalComputed && loopCount > loopsPerFrame) {
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bench->setLoops(loopsPerFrame);
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loopCount -= loopsPerFrame;
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} else {
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bench->setLoops(loopCount);
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loopCount = 0;
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}
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if (benchMode == kPictureRecord_BenchMode) {
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recordFrom.draw(canvas);
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} else {
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bench->draw(canvas);
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}
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if (kDeferredSilent_BenchMode == benchMode) {
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static_cast<SkDeferredCanvas*>(canvas.get())->silentFlush();
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} else if (NULL != canvas) {
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canvas->flush();
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}
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#if SK_SUPPORT_GPU
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// swap drawing buffers on each frame to prevent the GPU
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// from queuing up too much work
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if (NULL != glContext) {
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glContext->swapBuffers();
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}
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#endif
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}
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if (NULL != canvas) {
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@ -616,7 +645,26 @@ int tool_main(int argc, char** argv) {
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}
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#endif
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timer.end();
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const double current = timer.fWall / bench->getLoops();
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#if SK_SUPPORT_GPU
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// currently we only setup the frame interval for the GPU
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if (!frameIntervalComputed && NULL != glContext) {
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frameIntervalTime += timer.fWall;
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frameIntervalTotalLoops += loopsPerIter;
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if (frameIntervalTime >= FLAGS_minMs) {
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frameIntervalComputed = true;
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loopsPerFrame =
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((double)frameIntervalTotalLoops / frameIntervalTime) * FLAGS_minMs;
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if (loopsPerFrame < 1) {
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loopsPerFrame = 1;
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}
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// SkDebugf(" %s has %d loops in %f ms (normalized to %d)\n",
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// bench->getName(), frameIntervalTotalLoops,
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// timer.fWall, loopsPerFrame);
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}
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}
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#endif
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const double current = timer.fWall / loopsPerIter;
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if (FLAGS_verbose && current > previous) { SkDebugf("↑"); }
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if (FLAGS_verbose) { SkDebugf("%.3g ", current); }
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converged = HasConverged(previous, current, timer.fWall);
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@ -637,7 +685,7 @@ int tool_main(int argc, char** argv) {
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}
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// Normalize to ms per 1000 iterations.
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const double normalize = 1000.0 / bench->getLoops();
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const double normalize = 1000.0 / loopsPerIter;
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const struct { char shortName; const char* longName; double ms; } times[] = {
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{'w', "msecs", normalize * timer.fWall},
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{'W', "Wmsecs", normalize * timer.fTruncatedWall},
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