我将skia 与Windows 上的gdi 绘画进行了比较。两者都绘制 98000 条随机线。令我惊讶的是skia的效率远低于gdi(skia绘画花费了1600ms,而gdi花费了0ms)。我的测试代码粘贴在下面。有什么建议吗?
bool PaintCompare() {
//generate ramdon points
std::default_random_engine e(std::chrono::high_resolution_clock::now().time_since_epoch().count());
std::uniform_real_distribution<float> u(10, 500);
SkPoint pts[100];
for (int i = 0; i<100; i++)
pts[i].set(u(e), u(e));
SkPaint paint;
paint.setColor(SkColorSetRGB(255, 0, 0));
//create skia canvas
sk_sp<SkSurface> rasterSurface(
SkSurface::MakeRasterN32Premul(600, 600));
SkCanvas* canvas = rasterSurface->getCanvas();
//draw lines with skia
auto start = std::chrono::high_resolution_clock::now();
for (int i = 0; i<1000; i++)
{
for (int j = 1; j<99; j++)
{
canvas->drawLine(pts[j].fX, pts[j].fY, pts[j + 1].fX, pts[j + 1].fY, paint);
}
}
auto cost = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - start);
sk_sp<SkImage> img(rasterSurface->makeImageSnapshot());
if (!img) { return false; }
SkBitmap skBmp;
if (!img->asLegacyBitmap(&skBmp, SkImage::kRO_LegacyBitmapMode)) {
return false;
}
//show bitmap on hdc
BITMAPINFO bmi;
memset(&bmi, 0, sizeof(bmi));
bmi.bmiHeader.biSize = sizeof(BITMAPINFOHEADER);
bmi.bmiHeader.biWidth = 600;
bmi.bmiHeader.biHeight = -600; // top-down image
bmi.bmiHeader.biPlanes = 1;
bmi.bmiHeader.biBitCount = 32;
bmi.bmiHeader.biCompression = BI_RGB;
bmi.bmiHeader.biSizeImage = 0;
HDC hdc = GetDC();
LPVOID pBits = NULL;
HBITMAP hBmp = CreateDIBSection(hdc, &bmi, DIB_RGB_COLORS, &pBits, 0, 0);
skBmp.copyPixelsTo(pBits, skBmp.getSize());
CDC memdc;
memdc.CreateCompatibleDC(hdc);
memdc.SelectBitmap(hBmp);
BitBlt(hdc, 0, 0, 600, 600, memdc, 0, 0, SRCCOPY);
memdc.DeleteDC();
//draw with gdi
CPen pen;
pen.CreatePen(PS_SOLID, 1, RGB(0, 255, 0));
RECT rc{ 0,0,600,600 };
CBitmap bmp;
bmp.CreateCompatibleBitmap(hdc, 600, 600);
memdc.CreateCompatibleDC(hdc);
memdc.SelectBitmap(bmp);
memdc.FillSolidRect(&rc, RGB(0, 0, 0));
memdc.SelectPen(pen);
start = std::chrono::high_resolution_clock::now();
for (int i = 0; i<1000; i++)
{
for (int j = 1; j<99; j++)
{
memdc.MoveTo(pts[j].fX, pts[j].fY);
memdc.LineTo(pts[j + 1].fX, pts[j + 1].fY);
}
}
auto cost2 = std::chrono::duration_cast<std::chrono::microseconds>(std::chrono::high_resolution_clock::now() - start);
//copy bitmap to window
BitBlt(hdc, 700, 0, 600, 600, memdc, 0, 0, SRCCOPY);
ReleaseDC(hdc);
memdc.DeleteDC();
//wchar_t buf[256];
//wsprintf(buf, L"left cost=%I64d, right cost=%I64d", cost.count(), cost2.count());
//GetParent().SetWindowText(buf);
//cost == 1596615 microseconds
//cost2 == 107253 microseconds
}
最佳答案
终于找到问题了。我在 Debug模式下给出结果!
在 Debug模式下,带有光栅后端的skia比gdi慢20倍。 然而,在 Release模式下,带有光栅后端的skia比gdi慢4-5倍。
我进行了另一个测试,skia 使用 opengl 作为后端。结果显示skia 和gdi 花费的时间几乎相同。 Skia 比 GDI 慢约 15%。
关于gdi - 为什么windows上的skia效率很差,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/38766737/