skia2/dm
mtklein 72c9faab45 Fix up all the easy virtual ... SK_OVERRIDE cases.
This fixes every case where virtual and SK_OVERRIDE were on the same line,
which should be the bulk of cases.  We'll have to manually clean up the rest
over time unless I level up in regexes.

for f in (find . -type f); perl -p -i -e 's/virtual (.*)SK_OVERRIDE/\1SK_OVERRIDE/g' $f; end

BUG=skia:

Review URL: https://codereview.chromium.org/806653007
2015-01-09 10:06:40 -08:00
..
DM.cpp Add more filetypes to DM's image tests. 2014-12-15 08:53:35 -08:00
DMCpuGMTask.cpp Remove SkTileGrid (except for TileGridInfo). 2015-01-09 06:41:48 -08:00
DMCpuGMTask.h Fix up all the easy virtual ... SK_OVERRIDE cases. 2015-01-09 10:06:40 -08:00
DMGpuGMTask.cpp Get gpudft support working in dm, gm, nanobench and bench_pictures 2014-11-07 07:12:46 -08:00
DMGpuGMTask.h Fix up all the easy virtual ... SK_OVERRIDE cases. 2015-01-09 10:06:40 -08:00
DMGpuSupport.h Get gpudft support working in dm, gm, nanobench and bench_pictures 2014-11-07 07:12:46 -08:00
DMImageTask.cpp Add image decoding mode to DM. 2014-12-12 16:41:12 -08:00
DMImageTask.h Add image decoding mode to DM. 2014-12-12 16:41:12 -08:00
DMJsonWriter.cpp dm/gold: Let's consider source_type a key. 2015-01-05 06:47:41 -08:00
DMJsonWriter.h When running DM, write test failures to json. 2014-11-07 06:07:32 -08:00
DMPDFRasterizeTask.cpp Update DM JSON format. 2014-09-09 07:59:46 -07:00
DMPDFRasterizeTask.h Fix up all the easy virtual ... SK_OVERRIDE cases. 2015-01-09 10:06:40 -08:00
DMPDFTask.cpp Add --matrix to DM, to play around with and maybe use on a bot. 2014-09-11 12:30:12 -07:00
DMPDFTask.h Fix up all the easy virtual ... SK_OVERRIDE cases. 2015-01-09 10:06:40 -08:00
DMPipeTask.cpp Remove underscores from mode identifiers. 2014-09-23 09:20:14 -07:00
DMPipeTask.h Fix up all the easy virtual ... SK_OVERRIDE cases. 2015-01-09 10:06:40 -08:00
DMQuiltTask.cpp Remove SkTileGrid (except for TileGridInfo). 2015-01-09 06:41:48 -08:00
DMQuiltTask.h Fix up all the easy virtual ... SK_OVERRIDE cases. 2015-01-09 10:06:40 -08:00
DMReporter.cpp Print max RSS in GM and nanobench too. 2014-08-19 15:55:55 -07:00
DMReporter.h DM tweaks 2014-05-29 20:14:48 +00:00
DMSerializeTask.cpp Replace EncodeBitmap with an interface. 2014-12-11 10:53:58 -08:00
DMSerializeTask.h Fix up all the easy virtual ... SK_OVERRIDE cases. 2015-01-09 10:06:40 -08:00
DMSKPTask.cpp Update DM JSON format. 2014-09-09 07:59:46 -07:00
DMSKPTask.h Fix up all the easy virtual ... SK_OVERRIDE cases. 2015-01-09 10:06:40 -08:00
DMTask.cpp DM: --gpu and --cpu should only control top-level tasks. 2014-09-17 12:26:18 -07:00
DMTask.h SkThreadPool ~~> SkTaskGroup 2014-09-03 15:34:37 -07:00
DMTaskRunner.cpp SkThreadPool ~~> SkTaskGroup 2014-09-03 15:34:37 -07:00
DMTaskRunner.h SkThreadPool ~~> SkTaskGroup 2014-09-03 15:34:37 -07:00
DMTestTask.cpp Store DM failures in an array, not a single string. 2014-11-19 13:36:19 -08:00
DMTestTask.h Fix up all the easy virtual ... SK_OVERRIDE cases. 2015-01-09 10:06:40 -08:00
DMUtil.cpp Don't test the old picture backend anymore. 2014-09-29 08:44:46 -07:00
DMUtil.h Don't test the old picture backend anymore. 2014-09-29 08:44:46 -07:00
DMWriteTask.cpp Add image decoding mode to DM. 2014-12-12 16:41:12 -08:00
DMWriteTask.h Fix up all the easy virtual ... SK_OVERRIDE cases. 2015-01-09 10:06:40 -08:00
README Clarify what DM means in the README file. 2014-10-09 09:00:30 -07:00

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