114c3cd054
Reason for revert: plenty of data Original issue's description: > Sketch DM refactor. > > BUG=skia:3255 > > > I think this supports everything DM used to, but has completely refactored how > it works to fit the design in the bug. > > Configs like "tiles-gpu" are automatically wired up. > > I wouldn't suggest looking at this as a diff. There's just a bunch of deleted > files, a few new files, and one new file that shares a name with a deleted file > (DM.cpp). > > NOTREECHECKS=true > > Committed: https://skia.googlesource.com/skia/+/709d2c3e5062c5b57f91273bfc11a751f5b2bb88 TBR=bsalomon@google.com,mtklein@chromium.org NOTREECHECKS=true NOTRY=true BUG=skia:3255 Review URL: https://codereview.chromium.org/853883004
92 lines
2.6 KiB
C++
92 lines
2.6 KiB
C++
#include "DMTask.h"
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#include "DMTaskRunner.h"
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#include "SkCommonFlags.h"
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namespace DM {
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Task::Task(Reporter* reporter, TaskRunner* taskRunner)
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: fReporter(reporter)
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, fTaskRunner(taskRunner)
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, fDepth(0) {
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fReporter->taskCreated();
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}
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Task::Task(const Task& parent)
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: fReporter(parent.fReporter)
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, fTaskRunner(parent.fTaskRunner)
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, fDepth(parent.depth() + 1) {
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fReporter->taskCreated();
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}
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Task::~Task() {
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fReporter->taskDestroyed();
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}
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void Task::fail(const char* msg) {
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SkString failure(this->name());
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if (msg) {
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failure.appendf(": %s", msg);
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}
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fReporter->fail(failure);
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}
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void Task::start() {
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fStart = SkTime::GetMSecs();
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}
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void Task::finish() {
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fReporter->printStatus(this->name(), SkTime::GetMSecs() - fStart);
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}
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void Task::reallySpawnChild(CpuTask* task) {
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fTaskRunner->add(task);
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}
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CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
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CpuTask::CpuTask(const Task& parent) : Task(parent) {}
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void CpuTask::run() {
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// If the task says skip, or if we're starting a top-level CPU task and we don't want to, skip.
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const bool skip = this->shouldSkip() || (this->depth() == 0 && !FLAGS_cpu);
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if (!skip) {
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this->start();
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if (!FLAGS_dryRun) this->draw();
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this->finish();
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}
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SkDELETE(this);
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}
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void CpuTask::spawnChild(CpuTask* task) {
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// Run children serially on this (CPU) thread. This tends to save RAM and is usually no slower.
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// Calling reallySpawnChild() is nearly equivalent, but it'd pointlessly contend on the
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// threadpool; reallySpawnChild() is most useful when you want to change threadpools.
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task->run();
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}
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GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
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void GpuTask::run(GrContextFactory* factory) {
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// If the task says skip, or if we're starting a top-level GPU task and we don't want to, skip.
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const bool skip = this->shouldSkip() || (this->depth() == 0 && !FLAGS_gpu);
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if (!skip) {
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this->start();
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if (!FLAGS_dryRun) this->draw(factory);
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this->finish();
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if (FLAGS_abandonGpuContext) {
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factory->abandonContexts();
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}
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if (FLAGS_resetGpuContext || FLAGS_abandonGpuContext) {
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factory->destroyContexts();
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}
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}
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SkDELETE(this);
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}
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void GpuTask::spawnChild(CpuTask* task) {
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// Spawn a new task so it runs on the CPU threadpool instead of the GPU one we're on now.
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// It goes on the front of the queue to minimize the time we must hold reference bitmaps in RAM.
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this->reallySpawnChild(task);
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}
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} // namespace DM
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