Disable SkTaskGroup in SkMultiPictureDraw temporarily.

Think this should be enough to get rolling again.

NOTREECHECKS=true

Review URL: https://codereview.chromium.org/687273006
This commit is contained in:
mtklein 2014-10-30 07:19:11 -07:00 committed by Commit bot
parent f49bba8104
commit 7f36ae1314

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@ -86,10 +86,16 @@ void SkMultiPictureDraw::draw() {
// we place the taskgroup after the MPDReset, to ensure that we don't delete the DrawData // we place the taskgroup after the MPDReset, to ensure that we don't delete the DrawData
// objects until after we're finished the tasks (which have pointers to the data). // objects until after we're finished the tasks (which have pointers to the data).
#if 0
SkTaskGroup group; SkTaskGroup group;
group.batch(DrawData::Draw, fThreadSafeDrawData.begin(), fThreadSafeDrawData.count()); group.batch(DrawData::Draw, fThreadSafeDrawData.begin(), fThreadSafeDrawData.count());
// we deliberately don't call wait() here, since the destructor will do that, this allows us // we deliberately don't call wait() here, since the destructor will do that, this allows us
// to continue processing gpu-data without having to wait on the cpu tasks. // to continue processing gpu-data without having to wait on the cpu tasks.
#else
for (int i = 0; i < fThreadSafeDrawData.count(); i++) {
DrawData::Draw(&fThreadSafeDrawData[i]);
}
#endif
const int count = fGPUDrawData.count(); const int count = fGPUDrawData.count();
if (0 == count) { if (0 == count) {