
This auto-formats all *.dart files in the repository outside of the `engine` subdirectory and enforces that these files stay formatted with a presubmit check. **Reviewers:** Please carefully review all the commits except for the one titled "formatted". The "formatted" commit was auto-generated by running `dev/tools/format.sh -a -f`. The other commits were hand-crafted to prepare the repo for the formatting change. I recommend reviewing the commits one-by-one via the "Commits" tab and avoiding Github's "Files changed" tab as it will likely slow down your browser because of the size of this PR. --------- Co-authored-by: Kate Lovett <katelovett@google.com> Co-authored-by: LongCatIsLooong <31859944+LongCatIsLooong@users.noreply.github.com>
98 lines
3.6 KiB
Dart
98 lines
3.6 KiB
Dart
// Copyright 2014 The Flutter Authors. All rights reserved.
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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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import 'dart:ui';
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import 'recorder.dart';
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/// Repeatedly paints a grid of rectangles.
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///
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/// Measures the performance of the `drawRect` operation.
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class BenchDrawRect extends SceneBuilderRecorder {
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/// A variant of the benchmark that uses the same [Paint] object for all rectangles.
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///
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/// This variant focuses on the performance of the `drawRect` method itself.
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BenchDrawRect.staticPaint() : benchmarkPaint = false, super(name: benchmarkName);
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/// A variant of the benchmark that creates a unique [Paint] for each rectangle.
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///
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/// Does not cache the [Paint] objects across frames, but generates new
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/// objects every time. This variant of the benchmark focuses on construction
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/// and transfer of paint data to the renderer.
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BenchDrawRect.variablePaint() : benchmarkPaint = true, super(name: variablePaintBenchmarkName);
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static const String benchmarkName = 'draw_rect';
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static const String variablePaintBenchmarkName = 'draw_rect_variable_paint';
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/// Number of rows in the grid.
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static const int kRows = 25;
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/// Number of columns in the grid.
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static const int kColumns = 40;
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/// Whether each cell should gets its own unique [Paint] value.
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///
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/// This is used to benchmark the efficiency of passing a large number of
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/// paint objects to the rendering system.
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final bool benchmarkPaint;
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/// Counter used to offset the rendered rects to make them wobble.
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///
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/// The wobbling is there so a human could visually verify that the benchmark
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/// is correctly pumping frames.
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double wobbleCounter = 0;
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static final Paint _staticPaint = Paint()..color = const Color.fromARGB(255, 255, 0, 0);
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Paint makePaint(int row, int col) {
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if (benchmarkPaint) {
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final Paint paint = Paint();
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final double rowRatio = row / kRows;
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paint.color = Color.fromARGB(
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255,
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(255 * rowRatio).floor(),
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(255 * col / kColumns).floor(),
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255,
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);
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paint.filterQuality = FilterQuality.values[(FilterQuality.values.length * rowRatio).floor()];
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paint.strokeCap = StrokeCap.values[(StrokeCap.values.length * rowRatio).floor()];
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paint.strokeJoin = StrokeJoin.values[(StrokeJoin.values.length * rowRatio).floor()];
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paint.blendMode = BlendMode.values[(BlendMode.values.length * rowRatio).floor()];
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paint.style = PaintingStyle.values[(PaintingStyle.values.length * rowRatio).floor()];
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paint.strokeWidth = 1.0 + rowRatio;
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paint.strokeMiterLimit = rowRatio;
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return paint;
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} else {
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return _staticPaint;
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}
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}
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@override
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void onDrawFrame(SceneBuilder sceneBuilder) {
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final PictureRecorder pictureRecorder = PictureRecorder();
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final Canvas canvas = Canvas(pictureRecorder);
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final Size viewSize = view.physicalSize;
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final Size cellSize = Size(viewSize.width / kColumns, viewSize.height / kRows);
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final Size rectSize = cellSize * 0.8;
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for (int row = 0; row < kRows; row++) {
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canvas.save();
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for (int col = 0; col < kColumns; col++) {
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canvas.drawRect(Offset((wobbleCounter - 5).abs(), 0) & rectSize, makePaint(row, col));
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canvas.translate(cellSize.width, 0);
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}
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canvas.restore();
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canvas.translate(0, cellSize.height);
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}
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wobbleCounter += 1;
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wobbleCounter = wobbleCounter % 10;
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final Picture picture = pictureRecorder.endRecording();
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sceneBuilder.pushOffset(0.0, 0.0);
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sceneBuilder.addPicture(Offset.zero, picture);
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sceneBuilder.pop();
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}
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}
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