36 lines
1.2 KiB
Plaintext
36 lines
1.2 KiB
Plaintext
|
DM is like GM, but multithreaded. It doesn't do everything GM does yet.
|
||
|
|
||
|
Current approximate list of missing features:
|
||
|
--mismatchPath
|
||
|
--missingExpectationsPath
|
||
|
--writePicturePath
|
||
|
|
||
|
--deferred / --pipe
|
||
|
--rtree
|
||
|
--tiledGrid
|
||
|
|
||
|
|
||
|
DM's design is based around Tasks and a TaskRunner.
|
||
|
|
||
|
A Task represents an independent unit of work that might fail. We make a task
|
||
|
for each GM/configuration pair we want to run. Tasks can kick off new tasks
|
||
|
themselves. For example, a CpuTask can kick off a ReplayTask to make sure
|
||
|
recording and playing back an SkPicture gives the same result as direct
|
||
|
rendering.
|
||
|
|
||
|
The TaskRunner runs all tasks on one of two threadpools, whose sizes are
|
||
|
configurable by --cpuThreads and --gpuThreads. Ideally we'd run these on a
|
||
|
single threadpool but it can swamp the GPU if we shove too much work into it at
|
||
|
once. --cpuThreads defaults to the number of cores on the machine.
|
||
|
--gpuThreads defaults to 1, but you may find 2 or 4 runs a little faster.
|
||
|
|
||
|
So the main flow of DM is:
|
||
|
|
||
|
for each GM:
|
||
|
for each configuration:
|
||
|
kick off a new task
|
||
|
< tasks run, maybe fail, and maybe kick off new tasks >
|
||
|
wait for all tasks to finish
|
||
|
report failures
|
||
|
|