skia2/dm/DMTileGridTask.h
commit-bot@chromium.org ef57b7e653 DM: make GPU tasks multithreaded again. Big refactor.
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
2014-02-28 20:31:31 +00:00

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#ifndef DMTileGridTask_DEFINED
#define DMTileGridTask_DEFINED
#include "DMTask.h"
#include "SkBitmap.h"
#include "SkString.h"
#include "SkTemplates.h"
#include "gm.h"
// Records a GM through an SkPicture, draws it in tiles, and compares against the reference bitmap.
namespace DM {
class TileGridTask : public CpuTask {
public:
TileGridTask(const Task& parent, // TileGridTask must be a child task. Pass its parent here.
skiagm::GM*, // GM to run through a picture. Takes ownership.
SkBitmap reference, // Bitmap to compare picture replay results to.
SkISize tileSize); // Tile size to use.
virtual void draw() SK_OVERRIDE;
virtual bool shouldSkip() const SK_OVERRIDE;
virtual SkString name() const SK_OVERRIDE { return fName; }
private:
const SkString fName;
SkAutoTDelete<skiagm::GM> fGM;
const SkBitmap fReference;
const SkISize fTileSize;
};
} // namespace DM
#endif // DMReplayTask_DEFINED