2013-10-16 13:02:15 +00:00
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DM is like GM, but multithreaded. It doesn't do everything GM does yet.
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Current approximate list of missing features:
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2013-10-28 19:51:26 +00:00
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--config pdf
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2013-10-16 13:02:15 +00:00
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--mismatchPath
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--missingExpectationsPath
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--writePicturePath
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2013-10-28 19:51:26 +00:00
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--deferred
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2013-10-16 13:02:15 +00:00
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DM's design is based around Tasks and a TaskRunner.
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A Task represents an independent unit of work that might fail. We make a task
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for each GM/configuration pair we want to run. Tasks can kick off new tasks
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themselves. For example, a CpuTask can kick off a ReplayTask to make sure
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recording and playing back an SkPicture gives the same result as direct
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rendering.
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The TaskRunner runs all tasks on one of two threadpools, whose sizes are
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configurable by --cpuThreads and --gpuThreads. Ideally we'd run these on a
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single threadpool but it can swamp the GPU if we shove too much work into it at
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once. --cpuThreads defaults to the number of cores on the machine.
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--gpuThreads defaults to 1, but you may find 2 or 4 runs a little faster.
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So the main flow of DM is:
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for each GM:
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for each configuration:
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kick off a new task
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< tasks run, maybe fail, and maybe kick off new tasks >
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wait for all tasks to finish
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report failures
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