void PictureBenchmark::run(SkPicture* pict, bool useMultiPictureDraw) { SkASSERT(pict); if (NULL == pict) { return; } SkASSERT(fRenderer != NULL); if (NULL == fRenderer) { return; } fRenderer->init(pict, NULL, NULL, NULL, false, useMultiPictureDraw); // We throw this away to remove first time effects (such as paging in this program) fRenderer->setup(); fRenderer->render(NULL); fRenderer->resetState(true); // flush, swapBuffers and Finish if (fPurgeDecodedTex) { fRenderer->purgeTextures(); } bool usingGpu = false; #if SK_SUPPORT_GPU usingGpu = fRenderer->isUsingGpuDevice(); #endif uint32_t timerTypes = fTimerTypes; if (!usingGpu) { timerTypes &= ~TimerData::kGpu_Flag; } SkString timeFormat; if (TimerData::kPerIter_Result == fTimerResult) { timeFormat = fRenderer->getPerIterTimeFormat(); } else { timeFormat = fRenderer->getNormalTimeFormat(); } static const int kNumInnerLoops = 10; int numOuterLoops = 1; int numInnerLoops = fRepeats; if (TimerData::kPerIter_Result == fTimerResult && fRepeats > 1) { // interpret this flag combination to mean: generate 'fRepeats' // numbers by averaging each rendering 'kNumInnerLoops' times numOuterLoops = fRepeats; numInnerLoops = kNumInnerLoops; } if (fTimeIndividualTiles) { TiledPictureRenderer* tiledRenderer = fRenderer->getTiledRenderer(); SkASSERT(tiledRenderer && tiledRenderer->supportsTimingIndividualTiles()); if (NULL == tiledRenderer || !tiledRenderer->supportsTimingIndividualTiles()) { return; } int xTiles, yTiles; if (!tiledRenderer->tileDimensions(xTiles, yTiles)) { return; } int x, y; while (tiledRenderer->nextTile(x, y)) { // There are two timers, which will behave slightly differently: // 1) longRunningTimer, along with perTileTimerData, will time how long it takes to draw // one tile fRepeats times, and take the average. As such, it will not respect the // logPerIter or printMin options, since it does not know the time per iteration. It // will also be unable to call flush() for each tile. // The goal of this timer is to make up for a system timer that is not precise enough to // measure the small amount of time it takes to draw one tile once. // // 2) perTileTimer, along with perTileTimerData, will record each run separately, and // then take the average. As such, it supports logPerIter and printMin options. // // Although "legal", having two gpu timers running at the same time // seems to cause problems (i.e., INVALID_OPERATIONs) on several // platforms. To work around this, we disable the gpu timer on the // long running timer. SkAutoTDelete<Timer> longRunningTimer(this->setupTimer()); TimerData longRunningTimerData(numOuterLoops); for (int outer = 0; outer < numOuterLoops; ++outer) { SkAutoTDelete<Timer> perTileTimer(this->setupTimer(false)); TimerData perTileTimerData(numInnerLoops); longRunningTimer->start(); for (int inner = 0; inner < numInnerLoops; ++inner) { perTileTimer->start(); tiledRenderer->drawCurrentTile(); perTileTimer->truncatedEnd(); tiledRenderer->resetState(false); // flush & swapBuffers, but don't Finish perTileTimer->end(); SkAssertResult(perTileTimerData.appendTimes(perTileTimer.get())); if (fPurgeDecodedTex) { fRenderer->purgeTextures(); } } longRunningTimer->truncatedEnd(); tiledRenderer->resetState(true); // flush, swapBuffers and Finish longRunningTimer->end(); SkAssertResult(longRunningTimerData.appendTimes(longRunningTimer.get())); } fWriter->logRenderer(tiledRenderer); fWriter->tileMeta(x, y, xTiles, yTiles); // TODO(borenet): Turn off per-iteration tile time reporting for now. // Avoiding logging the time for every iteration for each tile cuts // down on data file size by a significant amount. Re-enable this once // we're loading the bench data directly into a data store and are no // longer generating SVG graphs. #if 0 fWriter->tileData( &perTileTimerData, timeFormat.c_str(), fTimerResult, timerTypes); #endif if (fPurgeDecodedTex) { fWriter->addTileFlag(PictureResultsWriter::kPurging); } fWriter->addTileFlag(PictureResultsWriter::kAvg); fWriter->tileData( &longRunningTimerData, tiledRenderer->getNormalTimeFormat().c_str(), TimerData::kAvg_Result, timerTypes, numInnerLoops); } } else { SkAutoTDelete<Timer> longRunningTimer(this->setupTimer()); TimerData longRunningTimerData(numOuterLoops); for (int outer = 0; outer < numOuterLoops; ++outer) { SkAutoTDelete<Timer> perRunTimer(this->setupTimer(false)); TimerData perRunTimerData(numInnerLoops); longRunningTimer->start(); for (int inner = 0; inner < numInnerLoops; ++inner) { fRenderer->setup(); perRunTimer->start(); fRenderer->render(NULL); perRunTimer->truncatedEnd(); fRenderer->resetState(false); // flush & swapBuffers, but don't Finish perRunTimer->end(); SkAssertResult(perRunTimerData.appendTimes(perRunTimer.get())); if (fPurgeDecodedTex) { fRenderer->purgeTextures(); } } longRunningTimer->truncatedEnd(); fRenderer->resetState(true); // flush, swapBuffers and Finish longRunningTimer->end(); SkAssertResult(longRunningTimerData.appendTimes(longRunningTimer.get())); } fWriter->logRenderer(fRenderer); if (fPurgeDecodedTex) { fWriter->addTileFlag(PictureResultsWriter::kPurging); } // Beware - since the per-run-timer doesn't ever include a glFinish it can // report a lower time then the long-running-timer #if 0 fWriter->tileData( &perRunTimerData, timeFormat.c_str(), fTimerResult, timerTypes); #else fWriter->tileData( &longRunningTimerData, timeFormat.c_str(), fTimerResult, timerTypes, numInnerLoops); #endif } fRenderer->end(); }
void PictureBenchmark::run(SkPicture* pict) { SkASSERT(pict); if (NULL == pict) { return; } SkASSERT(fRenderer != NULL); if (NULL == fRenderer) { return; } fRenderer->init(pict); // We throw this away to remove first time effects (such as paging in this program) fRenderer->setup(); fRenderer->render(NULL); fRenderer->resetState(true); bool usingGpu = false; #if SK_SUPPORT_GPU usingGpu = fRenderer->isUsingGpuDevice(); #endif uint32_t timerTypes = fTimerTypes; if (!usingGpu) { timerTypes &= ~TimerData::kGpu_Flag; } SkString timeFormat; if (TimerData::kPerIter_Result == fTimerResult) { timeFormat = fRenderer->getPerIterTimeFormat(); } else { timeFormat = fRenderer->getNormalTimeFormat(); } if (fTimeIndividualTiles) { TiledPictureRenderer* tiledRenderer = fRenderer->getTiledRenderer(); SkASSERT(tiledRenderer && tiledRenderer->supportsTimingIndividualTiles()); if (NULL == tiledRenderer || !tiledRenderer->supportsTimingIndividualTiles()) { return; } int xTiles, yTiles; if (!tiledRenderer->tileDimensions(xTiles, yTiles)) { return; } // Insert a newline so that each tile is reported on its own line (separate from the line // that describes the skp being run). this->logProgress("\n"); int x, y; while (tiledRenderer->nextTile(x, y)) { // There are two timers, which will behave slightly differently: // 1) longRunningTimer, along with perTileTimerData, will time how long it takes to draw // one tile fRepeats times, and take the average. As such, it will not respect thea // logPerIter or printMin options, since it does not know the time per iteration. It // will also be unable to call flush() for each tile. // The goal of this timer is to make up for a system timer that is not precise enough to // measure the small amount of time it takes to draw one tile once. // // 2) perTileTimer, along with perTileTimerData, will record each run separately, and // then take the average. As such, it supports logPerIter and printMin options. // // Although "legal", having two gpu timers running at the same time // seems to cause problems (i.e., INVALID_OPERATIONs) on several // platforms. To work around this, we disable the gpu timer on the // long running timer. SkAutoTDelete<BenchTimer> longRunningTimer(this->setupTimer()); TimerData longRunningTimerData(1); SkAutoTDelete<BenchTimer> perTileTimer(this->setupTimer(false)); TimerData perTileTimerData(fRepeats); longRunningTimer->start(); for (int i = 0; i < fRepeats; ++i) { perTileTimer->start(); tiledRenderer->drawCurrentTile(); perTileTimer->truncatedEnd(); tiledRenderer->resetState(false); perTileTimer->end(); SkAssertResult(perTileTimerData.appendTimes(perTileTimer.get())); } longRunningTimer->truncatedEnd(); tiledRenderer->resetState(true); longRunningTimer->end(); SkAssertResult(longRunningTimerData.appendTimes(longRunningTimer.get())); SkString configName = tiledRenderer->getConfigName(); configName.appendf(": tile [%i,%i] out of [%i,%i]", x, y, xTiles, yTiles); SkString result = perTileTimerData.getResult(timeFormat.c_str(), fTimerResult, configName.c_str(), timerTypes); result.append("\n"); // TODO(borenet): Turn off per-iteration tile time reporting for now. Avoiding logging the time // for every iteration for each tile cuts down on data file size by a significant amount. Re-enable // this once we're loading the bench data directly into a data store and are no longer generating // SVG graphs. #if 0 this->logProgress(result.c_str()); #endif configName.append(" <averaged>"); SkString longRunningResult = longRunningTimerData.getResult( tiledRenderer->getNormalTimeFormat().c_str(), TimerData::kAvg_Result, configName.c_str(), timerTypes, fRepeats); longRunningResult.append("\n"); this->logProgress(longRunningResult.c_str()); } } else { SkAutoTDelete<BenchTimer> timer(this->setupTimer()); TimerData timerData(fRepeats); for (int i = 0; i < fRepeats; ++i) { fRenderer->setup(); timer->start(); fRenderer->render(NULL); timer->truncatedEnd(); // Finishes gl context fRenderer->resetState(true); timer->end(); SkAssertResult(timerData.appendTimes(timer.get())); } SkString configName = fRenderer->getConfigName(); SkString result = timerData.getResult(timeFormat.c_str(), fTimerResult, configName.c_str(), timerTypes); result.append("\n"); this->logProgress(result.c_str()); } fRenderer->end(); }