skia2/dm/README
mtklein 114c3cd054 Revert of Sketch DM refactor. (patchset #45 id:850001 of https://codereview.chromium.org/788243008/)
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
2015-01-15 10:15:02 -08:00

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DM (Diamond Master, a.k.a Dungeon master, a.k.a GM 2).
DM is like GM, but multithreaded. It doesn't do everything GM does.
DM's design is based around Tasks and a TaskRunner.
A Task represents an independent unit of work that might fail. We make a task
for each GM/configuration pair we want to run. Tasks can kick off new tasks
themselves. For example, a CpuTask can kick off a ReplayTask to make sure
recording and playing back an SkPicture gives the same result as direct
rendering.
The TaskRunner runs all tasks on one of two threadpools, whose sizes are
configurable by --cpuThreads and --gpuThreads. Ideally we'd run these on a
single threadpool but it can swamp the GPU if we shove too much work into it at
once. --cpuThreads defaults to the number of cores on the machine.
--gpuThreads defaults to 1, but you may find 2 or 4 runs a little faster.
So the main flow of DM is:
for each GM:
for each configuration:
kick off a new task
< tasks run, maybe fail, and maybe kick off new tasks >
wait for all tasks to finish
report failures