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Tweak drawTextBlob cost based on multiple draw calls and update the benchmark accordingly #31561
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It turns out that with drawTextBlob it's more important to consider the number of times it was called during a single frame rather than the number of glyphs in the drawTextBlob. This seems to be because drawTextBlob calls are deferred and batched if possible, thus we only pay the (high) upfront cost once or a few times instead of every time.
This tweaks the benchmark so that we are measuring the impact of multiple drawTextBlob calls, and also updates the calculators to use data gathered from the new benchmark instead. This also involved a minor refactoring to better cater to "batched complexities" like saveLayer and drawTextBlob.
There is more work to be done here, at a minimum we'd need to consider the following:
Pre-launch Checklist
writing and running engine tests.
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