b0c7156d5b
These tasks tend to do similar things with similar sized bitmaps, so running them serially means we tend to hold 2x bitmaps at a time (golden and comparison) instead of (1+k)x bitmaps (golden and k concurrent comparisons). We still migrate GPU task's children over to the main CPU thread pool, because they'll run faster there and free up capacity on the GPU thread. Before Debug: 54s, 2.9G peak Release: 13s, 2.4G peak After Debug: 48s, 1.5G peak Release: 15s, 2.0G peak BUG=skia:2478 R=borenet@google.com, mtklein@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/261593008 git-svn-id: http://skia.googlecode.com/svn/trunk@14486 2bbb7eff-a529-9590-31e7-b0007b416f81
74 lines
1.7 KiB
C++
74 lines
1.7 KiB
C++
#ifndef DMTask_DEFINED
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#define DMTask_DEFINED
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#include "DMReporter.h"
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#include "DMGpuSupport.h"
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#include "SkRunnable.h"
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#include "SkTime.h"
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// DM will run() these tasks on one of two threadpools.
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// Subclasses can call fail() to mark this task as failed, or make any number of spawnChild() calls
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// to kick off dependent tasks.
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//
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// Tasks delete themselves when run.
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namespace DM {
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class TaskRunner;
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class CpuTask;
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class Task {
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public:
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virtual bool shouldSkip() const = 0;
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virtual SkString name() const = 0;
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// Returns the number of parents above this task.
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// Top-level tasks return 0, their children 1, and so on.
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int depth() const { return fDepth; }
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protected:
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Task(Reporter* reporter, TaskRunner* taskRunner);
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Task(const Task& parent);
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virtual ~Task() {}
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void start();
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void fail(const char* msg = NULL);
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void finish();
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void reallySpawnChild(CpuTask* task); // For now we don't allow GPU child tasks.
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private:
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Reporter* fReporter; // Unowned.
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TaskRunner* fTaskRunner; // Unowned.
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int fDepth;
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SkMSec fStart;
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};
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class CpuTask : public Task, public SkRunnable {
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public:
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CpuTask(Reporter* reporter, TaskRunner* taskRunner);
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CpuTask(const Task& parent);
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virtual ~CpuTask() {}
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void run() SK_OVERRIDE;
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virtual void draw() = 0;
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void spawnChild(CpuTask* task);
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};
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class GpuTask : public Task, public SkTRunnable<GrContextFactory> {
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public:
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GpuTask(Reporter* reporter, TaskRunner* taskRunner);
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virtual ~GpuTask() {}
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void run(GrContextFactory&) SK_OVERRIDE;
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virtual void draw(GrContextFactory*) = 0;
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void spawnChild(CpuTask* task);
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};
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} // namespace DM
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#endif // DMTask_DEFINED
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