SkDELETE_ARRAY(fTiles);
}
+void SkTileGrid::reserve(unsigned opCount) {
+ if (fXTiles * fYTiles == 0) {
+ return; // A tileless tile grid is nonsensical, but happens in at least cc_unittests.
+ }
+
+ // If we assume every op we're about to try to insert() falls within our grid bounds,
+ // then every op has to hit at least one tile. In fact, a quick scan over our small
+ // SKP set shows that in the average SKP, each op hits two 256x256 tiles.
+
+ // If we take those observations and further assume the ops are distributed evenly
+ // across the picture, we get this guess for number of ops per tile:
+ const int opsPerTileGuess = (2 * opCount) / (fXTiles * fYTiles);
+
+ for (SkTDArray<unsigned>* tile = fTiles; tile != fTiles + (fXTiles * fYTiles); tile++) {
+ tile->setReserve(opsPerTileGuess);
+ }
+
+ // In practice, this heuristic means we'll temporarily allocate about 30% more bytes
+ // than if we made no setReserve() calls, but time spent in insert() drops by about 50%.
+}
+
+void SkTileGrid::flushDeferredInserts() {
+ for (SkTDArray<unsigned>* tile = fTiles; tile != fTiles + (fXTiles * fYTiles); tile++) {
+ tile->shrinkToFit();
+ }
+}
+
// Adjustments to user-provided bounds common to both insert() and search().
// Call this after making insert- or search- specific adjustments.
void SkTileGrid::commonAdjust(SkRect* rect) const {
// For testing.
int tileCount(int x, int y) { return fTiles[y * fXTiles + x].count(); }
+ virtual void reserve(unsigned opCount) SK_OVERRIDE;
+ virtual void flushDeferredInserts() SK_OVERRIDE;
+
private:
void commonAdjust(SkRect*) const;
void userToGrid(const SkRect&, SkIRect* grid) const;