b0c7156d5b
These tasks tend to do similar things with similar sized bitmaps, so running them serially means we tend to hold 2x bitmaps at a time (golden and comparison) instead of (1+k)x bitmaps (golden and k concurrent comparisons). We still migrate GPU task's children over to the main CPU thread pool, because they'll run faster there and free up capacity on the GPU thread. Before Debug: 54s, 2.9G peak Release: 13s, 2.4G peak After Debug: 48s, 1.5G peak Release: 15s, 2.0G peak BUG=skia:2478 R=borenet@google.com, mtklein@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/261593008 git-svn-id: http://skia.googlecode.com/svn/trunk@14486 2bbb7eff-a529-9590-31e7-b0007b416f81
78 lines
1.8 KiB
C++
78 lines
1.8 KiB
C++
#include "DMTask.h"
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#include "DMTaskRunner.h"
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#include "SkCommandLineFlags.h"
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DEFINE_bool(cpu, true, "Master switch for running CPU-bound work.");
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DEFINE_bool(gpu, true, "Master switch for running GPU-bound work.");
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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->start();
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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->start();
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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->finish(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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this->start();
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if (FLAGS_cpu && !this->shouldSkip()) {
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this->draw();
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}
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this->finish();
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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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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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this->start();
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if (FLAGS_gpu && !this->shouldSkip()) {
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this->draw(&factory);
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}
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this->finish();
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SkDELETE(this);
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}
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void GpuTask::spawnChild(CpuTask* task) {
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// Really spawn a new task so it runs on the CPU threadpool instead of the GPU one we're on now.
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this->reallySpawnChild(task);
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}
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} // namespace DM
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