Disable SkTaskGroup in SkMultiPictureDraw temporarily.
Think this should be enough to get rolling again. NOTREECHECKS=true Review URL: https://codereview.chromium.org/687273006
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@ -86,10 +86,16 @@ void SkMultiPictureDraw::draw() {
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// we place the taskgroup after the MPDReset, to ensure that we don't delete the DrawData
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// we place the taskgroup after the MPDReset, to ensure that we don't delete the DrawData
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// objects until after we're finished the tasks (which have pointers to the data).
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// objects until after we're finished the tasks (which have pointers to the data).
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#if 0
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SkTaskGroup group;
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SkTaskGroup group;
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group.batch(DrawData::Draw, fThreadSafeDrawData.begin(), fThreadSafeDrawData.count());
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group.batch(DrawData::Draw, fThreadSafeDrawData.begin(), fThreadSafeDrawData.count());
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// we deliberately don't call wait() here, since the destructor will do that, this allows us
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// we deliberately don't call wait() here, since the destructor will do that, this allows us
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// to continue processing gpu-data without having to wait on the cpu tasks.
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// to continue processing gpu-data without having to wait on the cpu tasks.
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#else
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for (int i = 0; i < fThreadSafeDrawData.count(); i++) {
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DrawData::Draw(&fThreadSafeDrawData[i]);
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}
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#endif
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const int count = fGPUDrawData.count();
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const int count = fGPUDrawData.count();
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if (0 == count) {
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if (0 == count) {
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