ef57b7e653
The main meat of things is in SkThreadPool. We can now give SkThreadPool a type for each thread to create and destroy on its local stack. It's TLS without going through SkTLS. I've split the DM tasks into CpuTasks that run on threads with no TLS, and GpuTasks that run on threads with a thread local GrContextFactory. The old CpuTask and GpuTask have been renamed to CpuGMTask and GpuGMTask. Upshot: default run of out/Debug/dm goes from ~45 seconds to ~20 seconds. BUG=skia: R=bsalomon@google.com, mtklein@google.com, reed@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/179233005 git-svn-id: http://skia.googlecode.com/svn/trunk@13632 2bbb7eff-a529-9590-31e7-b0007b416f81
36 lines
1003 B
C++
36 lines
1003 B
C++
#ifndef DMTileGridTask_DEFINED
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#define DMTileGridTask_DEFINED
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#include "DMTask.h"
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#include "SkBitmap.h"
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#include "SkString.h"
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#include "SkTemplates.h"
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#include "gm.h"
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// Records a GM through an SkPicture, draws it in tiles, and compares against the reference bitmap.
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namespace DM {
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class TileGridTask : public CpuTask {
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public:
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TileGridTask(const Task& parent, // TileGridTask must be a child task. Pass its parent here.
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skiagm::GM*, // GM to run through a picture. Takes ownership.
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SkBitmap reference, // Bitmap to compare picture replay results to.
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SkISize tileSize); // Tile size to use.
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virtual void draw() SK_OVERRIDE;
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virtual bool shouldSkip() const SK_OVERRIDE;
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virtual SkString name() const SK_OVERRIDE { return fName; }
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private:
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const SkString fName;
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SkAutoTDelete<skiagm::GM> fGM;
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const SkBitmap fReference;
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const SkISize fTileSize;
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};
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} // namespace DM
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#endif // DMReplayTask_DEFINED
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