261c666682
-v now gives a cleaned-up version of the existing output (every test timed, useless information removed) Example output, default: [ 36/193] PathOpsCubicIntersectionOneOffTest then later when finished... [193/193] BlurMaskFilter Example output, -v: (note, codereview is messing up my pretty spacing) Skia UnitTests: --resourcePath resources SK_RELEASE SK_SCALAR_IS_FLOAT skia_arch_width=32 [ 1/193] 0ms PathOpsSimplifyDontFailOneTest [ 2/193] 0ms PathOpsSimplifyFailOneTest [ 3/193] 30ms PathOpsSkpTest [ 4/193] 21ms PathOpsSimplifyFailTest .... [182/193] 1026ms BlitRow [183/193] 808ms AAClip [184/193] 4333ms Math [185/193] 5068ms PackBits [186/193] 2265ms DrawText_DrawPosText [187/193] 9163ms PathOpsRectsThreadedTest [188/193] 5540ms GLPrograms [189/193] 0ms GLInterfaceValidation [190/193] 2ms DeferredCanvas [191/193] 1ms ClipCache [192/193] 30ms BlurMaskFilter [193/193] 10396ms PathOpsOpCubicsThreadedTest Finished 193 tests, 0 failures, 0 skipped. (622610 internal tests) BUG= R=halcanary@google.com, mtklein@google.com, bungeman@google.com Author: mtklein@google.com Review URL: https://codereview.chromium.org/109513002 git-svn-id: http://skia.googlecode.com/svn/trunk@12860 2bbb7eff-a529-9590-31e7-b0007b416f81 |
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.. | ||
DM.cpp | ||
DMCpuTask.cpp | ||
DMCpuTask.h | ||
DMExpectations.h | ||
DMExpectationsTask.cpp | ||
DMExpectationsTask.h | ||
DMGpuTask.cpp | ||
DMGpuTask.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 | ||
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