008f1ea581
This should fix the problem where a repeatedly failing test causes this assertion: ../../src/core/SkString.cpp:572: failed assertion "length >= 0 && length < SkToInt(kBufferSize)" Example output: 0 GMs x 7 configs, 2 tests, 0 pictures 0 tasks left, 100 failed Failures: test RTree: ../../tests/RTreeTest.cpp:77 0 != rtree.getCount() test RTree: ../../tests/RTreeTest.cpp:77 0 != rtree.getCount() test RTree: ../../tests/RTreeTest.cpp:77 0 != rtree.getCount() test RTree: ../../tests/RTreeTest.cpp:77 0 != rtree.getCount() < 95 lines elided > test RTree: ../../tests/RTreeTest.cpp:77 0 != rtree.getCount() 100 failures. BUG=skia: Review URL: https://codereview.chromium.org/741833002 |
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.. | ||
DM.cpp | ||
DMCpuGMTask.cpp | ||
DMCpuGMTask.h | ||
DMGpuGMTask.cpp | ||
DMGpuGMTask.h | ||
DMGpuSupport.h | ||
DMJsonWriter.cpp | ||
DMJsonWriter.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 (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