skia2/dm/DMTask.cpp

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#include "DMTask.h"
#include "DMTaskRunner.h"
#include "SkCommandLineFlags.h"
DEFINE_bool(cpu, true, "Master switch for running CPU-bound work.");
DEFINE_bool(gpu, true, "Master switch for running GPU-bound work.");
namespace DM {
Task::Task(Reporter* reporter, TaskRunner* taskRunner)
: fReporter(reporter)
, fTaskRunner(taskRunner)
, fDepth(0) {
fReporter->start();
}
Task::Task(const Task& parent)
: fReporter(parent.fReporter)
, fTaskRunner(parent.fTaskRunner)
, fDepth(parent.depth() + 1) {
fReporter->start();
}
void Task::fail(const char* msg) {
SkString failure(this->name());
if (msg) {
failure.appendf(": %s", msg);
}
fReporter->fail(failure);
}
void Task::start() {
fStart = SkTime::GetMSecs();
}
void Task::finish() {
fReporter->finish(this->name(), SkTime::GetMSecs() - fStart);
}
void Task::spawnChildNext(CpuTask* task) {
fTaskRunner->addNext(task);
}
CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
CpuTask::CpuTask(const Task& parent) : Task(parent) {}
void CpuTask::run() {
this->start();
if (FLAGS_cpu && !this->shouldSkip()) {
this->draw();
}
this->finish();
SkDELETE(this);
}
void CpuTask::spawnChild(CpuTask* task) {
// Run children serially on this (CPU) thread. This tends to save RAM and is usually no slower.
// Calling spawnChildNext() is nearly equivalent, but it'd pointlessly contend on the
// threadpool; spawnChildNext() is most useful when you want to change threadpools.
task->run();
}
GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
void GpuTask::run(GrContextFactory& factory) {
this->start();
if (FLAGS_gpu && !this->shouldSkip()) {
this->draw(&factory);
}
this->finish();
SkDELETE(this);
}
void GpuTask::spawnChild(CpuTask* task) {
// Really spawn a new task so it runs on the CPU threadpool instead of the GPU one we're on now.
// It goes on the front of the queue to minimize the time we must hold reference bitmaps in RAM.
this->spawnChildNext(task);
}
} // namespace DM