skia2/dm
commit-bot@chromium.org 3f032156c8 DM: Push GPU-parent child tasks to the front of the queue.
Like yesterday's change to run CPU-parent child tasks serially in thread, this
reduces peak memory usage by improving the temporaly locality of the bitmaps we
create.

E.g. Let's say we start with tasks A B C and D
    Queue: [ A B C D ]
Running A creates A' and A", which depend on a bitmap created by A.
    Queue: [ B C D A' A" * ]
That bitmap now needs sit around in RAM while B C and D run pointlessly and can
only be destroyed at *.  If instead we do this and push dependent child tasks
to the front of the queue, the queue and bitmap lifetime looks like this:
    Queue: [ A' A" * B C D ]

This is much, much worse in practice because the queue is often several thousand
tasks long.  100s of megs of bitmaps can pile up for 10s of seconds pointlessly.

To make this work we add addNext() to SkThreadPool and its cousin DMTaskRunner.
I also took the opportunity to swap head and tail in the threadpool
implementation so it matches the comments and intuition better: we always pop
the head, add() puts it at the tail, addNext() at the head.


Before
  Debug:   49s, 1403352k peak
  Release: 16s, 2064008k peak

After
  Debug:   49s, 1234788k peak
  Release: 15s, 1903424k peak

BUG=skia:2478
R=bsalomon@google.com, borenet@google.com, mtklein@google.com

Author: mtklein@chromium.org

Review URL: https://codereview.chromium.org/263803003

git-svn-id: http://skia.googlecode.com/svn/trunk@14506 2bbb7eff-a529-9590-31e7-b0007b416f81
2014-05-01 17:41:32 +00:00
..
DM.cpp Revert of Revert of Rename kPMColor_SkColorType to kN32_SkColorType. (https://codereview.chromium.org/234243002/) 2014-04-11 17:15:40 +00:00
DMBenchTask.cpp Revert of Revert of Rename kPMColor_SkColorType to kN32_SkColorType. (https://codereview.chromium.org/234243002/) 2014-04-11 17:15:40 +00:00
DMBenchTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMCpuGMTask.cpp Turn on quilt mode in DM. 2014-04-30 13:20:45 +00:00
DMCpuGMTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMExpectations.h Add support for reading a directory of images with --expectations (-r). 2013-12-10 14:53:16 +00:00
DMExpectationsTask.cpp DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMExpectationsTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMGpuGMTask.cpp Revert of Revert of Rename kPMColor_SkColorType to kN32_SkColorType. (https://codereview.chromium.org/234243002/) 2014-04-11 17:15:40 +00:00
DMGpuGMTask.h Let DM work without a GPU. 2014-03-26 21:26:15 +00:00
DMGpuSupport.h Let DM work without a GPU. 2014-03-26 21:26:15 +00:00
DMPipeTask.cpp DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMPipeTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMQuiltTask.cpp Turn on quilt mode in DM. 2014-04-30 13:20:45 +00:00
DMQuiltTask.h Turn on quilt mode in DM. 2014-04-30 13:20:45 +00:00
DMRecordTask.cpp Rearrange SkRecord public API to fit better with cc/resources/picture 2014-04-24 15:22:55 +00:00
DMRecordTask.h SkRecord strawman 2014-04-01 16:24:06 +00:00
DMReplayTask.cpp DM's rtree picture replay mode can ignore kSkippedTiled_Flag safely. 2014-04-29 16:44:00 +00:00
DMReplayTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMReporter.cpp DM: tweak output. 2014-03-03 15:44:56 +00:00
DMReporter.h DM: tweak output. 2014-03-03 15:44:56 +00:00
DMSerializeTask.cpp split SkPictureRecorder out of SkPicture 2014-04-13 19:09:42 +00:00
DMSerializeTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMTask.cpp DM: Push GPU-parent child tasks to the front of the queue. 2014-05-01 17:41:32 +00:00
DMTask.h DM: Push GPU-parent child tasks to the front of the queue. 2014-05-01 17:41:32 +00:00
DMTaskRunner.cpp DM: Push GPU-parent child tasks to the front of the queue. 2014-05-01 17:41:32 +00:00
DMTaskRunner.h DM: Push GPU-parent child tasks to the front of the queue. 2014-05-01 17:41:32 +00:00
DMTestTask.cpp DM: when 32-bit, disable pathops internal threading by default 2014-04-30 14:56:29 +00:00
DMTestTask.h Let DM work without a GPU. 2014-03-26 21:26:15 +00:00
DMUtil.cpp Staging for cleanup of SkPicture-related headers 2014-04-18 18:04:41 +00:00
DMUtil.h Staged removal of SkPicture-derived classes 2014-04-17 23:35:06 +00:00
DMWriteTask.cpp Remove offset to SkMallocPixelRef::NewWithData - use SkData::NewSubset instead. 2014-04-21 21:08:14 +00:00
DMWriteTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
README Reverting r12427 2013-12-02 13:50:38 +00:00

DM is like GM, but multithreaded.  It doesn't do everything GM does yet.

Current approximate list of missing features:
  --config pdf
  --mismatchPath
  --missingExpectationsPath
  --writePicturePath

  --deferred


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