87e2437fe5
This lets us distinguish the original ("direct") runs from their replay modes. There was a bit of a bug in here now fixed: we used the first entry in fSuffixes as the config. Actually, the last entry in suffixes is the config. This is moot when there's only one suffix (direct drawing), but for mode drawing we were recording the mode as config! Now it's correct. Here's some example output where I rigged a bunch of modes to fail: { "results" : [ { "key" : { "config" : "565", "mode" : "default-nobbh", "name" : "xfermodes2" }, "md5" : "2daf6f7e2b8e56543b92068a10d2179e", "options" : { "source_type" : "GM" } }, { "key" : { "config" : "8888", "mode" : "default-nobbh", "name" : "xfermodes2" }, "md5" : "490361e8a52800d29558bc23876da8c6", "options" : { "source_type" : "GM" } }, ... { "key" : { "config" : "565", "mode" : "direct", "name" : "xfermodes2" }, "md5" : "92a3801d5914d6c2662904a3bb50d2b9", "options" : { "source_type" : "GM" } }, ... { "key" : { "config" : "8888", "mode" : "direct", "name" : "xfermodes2" }, "md5" : "e7e8b3e9d31e601acaaff4633ed5f63a", "options" : { "source_type" : "GM" } }, BUG=skia: R=jcgregorio@google.com, mtklein@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/586533005 |
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.. | ||
DM.cpp | ||
DMCpuGMTask.cpp | ||
DMCpuGMTask.h | ||
DMGpuGMTask.cpp | ||
DMGpuGMTask.h | ||
DMGpuSupport.h | ||
DMPDFRasterizeTask.cpp | ||
DMPDFRasterizeTask.h | ||
DMPDFTask.cpp | ||
DMPDFTask.h | ||
DMPipeTask.cpp | ||
DMPipeTask.h | ||
DMQuiltTask.cpp | ||
DMQuiltTask.h | ||
DMReporter.cpp | ||
DMReporter.h | ||
DMSerializeTask.cpp | ||
DMSerializeTask.h | ||
DMSKPTask.cpp | ||
DMSKPTask.h | ||
DMTask.cpp | ||
DMTask.h | ||
DMTaskRunner.cpp | ||
DMTaskRunner.h | ||
DMTestTask.cpp | ||
DMTestTask.h | ||
DMUtil.cpp | ||
DMUtil.h | ||
DMWriteTask.cpp | ||
DMWriteTask.h | ||
README |
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