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Testing: /m/s/skia (dm) $ d dm; and env GYP_DEFINES=skia_gpu=0 d dm ninja: Entering directory `out/Debug' ninja: no work to do. (294 GMs, 620 benches) x 4 configs, 245 tests 4507 tasks leftUnsupported vertex-color/texture xfer mode. Unsupported vertex-color/texture xfer mode. 0 tasks left 416.53user 9.86system 0:47.43elapsed 898%CPU (0avgtext+0avgdata 13353376maxresident)k 0inputs+0outputs (0major+3579906minor)pagefaults 0swaps ninja: Entering directory `out/Debug' [909/909] LINK dm (287 GMs, 612 benches) x 4 configs, 227 tests 0 tasks left 365.24user 7.71system 0:14.55elapsed 2562%CPU (0avgtext+0avgdata 14718912maxresident)k 0inputs+0outputs (0major+3328269minor)pagefaults 0swaps BUG=skia: R=bsalomon@google.com, mtklein@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/213093004 git-svn-id: http://skia.googlecode.com/svn/trunk@13960 2bbb7eff-a529-9590-31e7-b0007b416f81 |
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.. | ||
DM.cpp | ||
DMBenchTask.cpp | ||
DMBenchTask.h | ||
DMCpuGMTask.cpp | ||
DMCpuGMTask.h | ||
DMExpectations.h | ||
DMExpectationsTask.cpp | ||
DMExpectationsTask.h | ||
DMGpuGMTask.cpp | ||
DMGpuGMTask.h | ||
DMGpuSupport.h | ||
DMPipeTask.cpp | ||
DMPipeTask.h | ||
DMReplayTask.cpp | ||
DMReplayTask.h | ||
DMReporter.cpp | ||
DMReporter.h | ||
DMSerializeTask.cpp | ||
DMSerializeTask.h | ||
DMTask.cpp | ||
DMTask.h | ||
DMTaskRunner.cpp | ||
DMTaskRunner.h | ||
DMTestTask.cpp | ||
DMTestTask.h | ||
DMTileGridTask.cpp | ||
DMTileGridTask.h | ||
DMUtil.cpp | ||
DMUtil.h | ||
DMWriteTask.cpp | ||
DMWriteTask.h | ||
README |
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