skia2/dm
mtklein 406654be7a SkThreadPool ~~> SkTaskGroup
SkTaskGroup is like SkThreadPool except the threads stay in
one global pool.  Each SkTaskGroup itself is tiny (4 bytes)
and its wait() method applies only to tasks add()ed to that
instance, not the whole thread pool.

This means we don't need to bring up new thread pools when
tests themselves want to use multithreading (e.g. pathops,
quilt).  We just create a new SkTaskGroup and wait for that
to complete.  This should be more efficient, and allow us
to expand where we use threads to really latency sensitive
places.  E.g. we can probably now use these in nanobench
for CPU .skp rendering.

Now that all threads are sharing the same pool, I think we
can remove most of the custom mechanism pathops tests use
to control threading.  They'll just ride on the global pool
with all other tests now.

This (temporarily?) removes the GPU multithreading feature
from DM, which we don't use.

On my desktop, DM runs a little faster (57s -> 55s) in
Debug, and a lot faster in Release (36s -> 24s).  The bots
show speedups of similar proportions, cutting more than a
minute off the N4/Release and Win7/Debug runtimes.

BUG=skia:

Committed: https://skia.googlesource.com/skia/+/9c7207b5dc71dc5a96a2eb107d401133333d5b6f

R=caryclark@google.com, bsalomon@google.com, bungeman@google.com, mtklein@google.com, reed@google.com

Author: mtklein@chromium.org

Review URL: https://codereview.chromium.org/531653002
2014-09-03 15:34:37 -07:00
..
DM.cpp SkThreadPool ~~> SkTaskGroup 2014-09-03 15:34:37 -07:00
DMCpuGMTask.cpp Remove SkQuadTree. 2014-08-26 14:07:04 -07:00
DMCpuGMTask.h DM: SKP source / PDF backend 2014-06-06 09:28:43 -07:00
DMExpectations.h In Android framework, make tools depend on jsoncpp 2014-06-18 10:31:40 -07:00
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 Support using OpenGL ES context on desktop 2014-06-30 06:36:31 -07:00
DMGpuGMTask.h Support using OpenGL ES context on desktop 2014-06-30 06:36:31 -07:00
DMGpuSupport.h Test abandoning GL context in dm/nanobench. 2014-07-28 13:48:36 -07:00
DMPDFRasterizeTask.cpp SkData to SkStreamAsset to avoid unneeded copying 2014-08-26 10:38:07 -07:00
DMPDFRasterizeTask.h SkData to SkStreamAsset to avoid unneeded copying 2014-08-26 10:38:07 -07:00
DMPDFTask.cpp Try out scalar picture sizes 2014-08-29 08:03:56 -07:00
DMPDFTask.h Deprecate SkPicture::clone(). 2014-06-27 12:34:44 -07:00
DMPipeTask.cpp refactor DM::SetupBitmap 2014-05-15 17:33:31 +00:00
DMPipeTask.h DM: Add --skps. 2014-05-14 17:55:32 +00:00
DMQuiltTask.cpp SkThreadPool ~~> SkTaskGroup 2014-09-03 15:34:37 -07:00
DMQuiltTask.h Remove SkQuadTree. 2014-08-26 14:07:04 -07:00
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 Install a hook to swap between SkPicture backends with a single define. 2014-08-21 13:07:27 -07:00
DMSerializeTask.h Support serialization in SkRecord-backed SkPictures. 2014-06-24 12:28:34 -07:00
DMSKPTask.cpp Try out scalar picture sizes 2014-08-29 08:03:56 -07:00
DMSKPTask.h Support serialization in SkRecord-backed SkPictures. 2014-06-24 12:28:34 -07:00
DMTask.cpp SkThreadPool ~~> SkTaskGroup 2014-09-03 15:34:37 -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 SkThreadPool ~~> SkTaskGroup 2014-09-03 15:34:37 -07:00
DMTestTask.h SkThreadPool ~~> SkTaskGroup 2014-09-03 15:34:37 -07:00
DMUtil.cpp Try out scalar picture sizes 2014-08-29 08:03:56 -07:00
DMUtil.h Remove benches from DM. 2014-07-16 14:29:53 -07:00
DMWriteTask.cpp SkData to SkStreamAsset to avoid unneeded copying 2014-08-26 10:38:07 -07:00
DMWriteTask.h SkData to SkStreamAsset to avoid unneeded copying 2014-08-26 10:38:07 -07:00
README DM: add pdf 2014-06-03 13:57:14 -07:00

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