зеркало из https://github.com/mozilla/moz-skia.git
180 строки
4.6 KiB
C++
180 строки
4.6 KiB
C++
/*
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* Copyright 2014 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "SkBenchmark.h"
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#include "SkRandom.h"
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#include "SkChunkAlloc.h"
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#include "SkDeque.h"
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#include "SkTArray.h"
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#include "SkTDArray.h"
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// This file has several benchmarks using various data structures to do stack-like things:
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// - push
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// - push, immediately pop
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// - push many, pop all of them
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// - serial access
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// - random access
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// When a data structure doesn't suppport an operation efficiently, we leave that combination out.
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// Where possible we hint to the data structure to allocate in 4K pages.
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//
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// These benchmarks may help you decide which data structure to use for a dynamically allocated
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// ordered list of allocations that grows on one end.
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//
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// Current overall winner (01/2014): SkTDArray.
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// It wins every benchmark on every machine I tried (Desktop, Nexus S, Laptop).
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template <typename Impl>
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struct StackBench : public SkBenchmark {
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virtual bool isSuitableFor(Backend b) SK_OVERRIDE { return b == kNonRendering_Backend; }
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virtual const char* onGetName() SK_OVERRIDE { return Impl::kName; }
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virtual void onDraw(const int loops, SkCanvas*) SK_OVERRIDE { Impl::bench(loops); }
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};
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#define BENCH(name) \
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struct name { static const char* const kName; static void bench(int); }; \
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const char* const name::kName = #name; \
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DEF_BENCH(return new StackBench<name>();) \
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void name::bench(int loops)
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static const int K = 2049;
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// Add K items, then iterate through them serially many times.
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BENCH(Deque_Serial) {
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SkDeque s(sizeof(int), 1024);
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for (int i = 0; i < K; i++) *(int*)s.push_back() = i;
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volatile int junk = 0;
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for (int j = 0; j < loops; j++) {
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SkDeque::Iter it(s, SkDeque::Iter::kFront_IterStart);
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while(void* p = it.next()) {
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junk += *(int*)p;
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}
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}
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}
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BENCH(TArray_Serial) {
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SkTArray<int, true> s;
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for (int i = 0; i < K; i++) s.push_back(i);
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volatile int junk = 0;
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for (int j = 0; j < loops; j++) {
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for (int i = 0; i < s.count(); i++) junk += s[i];
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}
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}
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BENCH(TDArray_Serial) {
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SkTDArray<int> s;
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for (int i = 0; i < K; i++) s.push(i);
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volatile int junk = 0;
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for (int j = 0; j < loops; j++) {
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for (int i = 0; i < s.count(); i++) junk += s[i];
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}
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}
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// Add K items, then randomly access them many times.
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BENCH(TArray_RandomAccess) {
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SkTArray<int, true> s;
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for (int i = 0; i < K; i++) s.push_back(i);
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SkRandom rand;
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volatile int junk = 0;
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for (int i = 0; i < K*loops; i++) {
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junk += s[rand.nextULessThan(K)];
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}
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}
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BENCH(TDArray_RandomAccess) {
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SkTDArray<int> s;
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for (int i = 0; i < K; i++) s.push(i);
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SkRandom rand;
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volatile int junk = 0;
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for (int i = 0; i < K*loops; i++) {
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junk += s[rand.nextULessThan(K)];
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}
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}
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// Push many times.
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BENCH(ChunkAlloc_Push) {
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SkChunkAlloc s(4096);
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for (int i = 0; i < K*loops; i++) s.allocThrow(sizeof(int));
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}
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BENCH(Deque_Push) {
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SkDeque s(sizeof(int), 1024);
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for (int i = 0; i < K*loops; i++) *(int*)s.push_back() = i;
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}
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BENCH(TArray_Push) {
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SkTArray<int, true> s;
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for (int i = 0; i < K*loops; i++) s.push_back(i);
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}
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BENCH(TDArray_Push) {
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SkTDArray<int> s;
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for (int i = 0; i < K*loops; i++) s.push(i);
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}
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// Push then immediately pop many times.
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BENCH(ChunkAlloc_PushPop) {
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SkChunkAlloc s(4096);
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for (int i = 0; i < K*loops; i++) {
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void* p = s.allocThrow(sizeof(int));
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s.unalloc(p);
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}
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}
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BENCH(Deque_PushPop) {
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SkDeque s(sizeof(int), 1024);
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for (int i = 0; i < K*loops; i++) {
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*(int*)s.push_back() = i;
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s.pop_back();
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}
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}
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BENCH(TArray_PushPop) {
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SkTArray<int, true> s;
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for (int i = 0; i < K*loops; i++) {
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s.push_back(i);
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s.pop_back();
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}
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}
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BENCH(TDArray_PushPop) {
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SkTDArray<int> s;
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for (int i = 0; i < K*loops; i++) {
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s.push(i);
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s.pop();
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}
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}
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// Push many items, then pop them all.
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BENCH(Deque_PushAllPopAll) {
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SkDeque s(sizeof(int), 1024);
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for (int i = 0; i < K*loops; i++) *(int*)s.push_back() = i;
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for (int i = 0; i < K*loops; i++) s.pop_back();
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}
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BENCH(TArray_PushAllPopAll) {
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SkTArray<int, true> s;
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for (int i = 0; i < K*loops; i++) s.push_back(i);
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for (int i = 0; i < K*loops; i++) s.pop_back();
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}
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BENCH(TDArray_PushAllPopAll) {
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SkTDArray<int> s;
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for (int i = 0; i < K*loops; i++) s.push(i);
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for (int i = 0; i < K*loops; i++) s.pop();
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}
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