skia2/dm
commit-bot@chromium.org d9ce2be6b2 SkRecordDraw: skip draw ops when the clip is empty
- Adds tests for SkRecordDraw's two main features: cull- and clip- based skipping.
   - Adds full SkCanvas semantic mode to SkRecorder, so it can be used as a target for SkRecordDraw.

BUG=skia:2378
R=fmalita@chromium.org, mtklein@google.com

Author: mtklein@chromium.org

Review URL: https://codereview.chromium.org/231653002

git-svn-id: http://skia.googlecode.com/svn/trunk@14124 2bbb7eff-a529-9590-31e7-b0007b416f81
2014-04-09 23:30:28 +00:00
..
DM.cpp Rename kPMColor_SkColorType to kN32_SkColorType. 2014-04-09 20:45:29 +00:00
DMBenchTask.cpp Rename kPMColor_SkColorType to kN32_SkColorType. 2014-04-09 20:45:29 +00:00
DMBenchTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMCpuGMTask.cpp SkRecord strawman 2014-04-01 16:24:06 +00:00
DMCpuGMTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMExpectations.h Add support for reading a directory of images with --expectations (-r). 2013-12-10 14:53:16 +00:00
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 Rename kPMColor_SkColorType to kN32_SkColorType. 2014-04-09 20:45:29 +00:00
DMGpuGMTask.h Let DM work without a GPU. 2014-03-26 21:26:15 +00:00
DMGpuSupport.h Let DM work without a GPU. 2014-03-26 21:26:15 +00:00
DMPipeTask.cpp DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMPipeTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMRecordTask.cpp SkRecordDraw: skip draw ops when the clip is empty 2014-04-09 23:30:28 +00:00
DMRecordTask.h SkRecord strawman 2014-04-01 16:24:06 +00:00
DMReplayTask.cpp DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMReplayTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMReporter.cpp DM: tweak output. 2014-03-03 15:44:56 +00:00
DMReporter.h DM: tweak output. 2014-03-03 15:44:56 +00:00
DMSerializeTask.cpp DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMSerializeTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMTask.cpp Make DM play nice with the plan to split CPU and GPU work. 2014-03-31 19:59:44 +00:00
DMTask.h Let DM work without a GPU. 2014-03-26 21:26:15 +00:00
DMTaskRunner.cpp DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMTaskRunner.h Let DM work without a GPU. 2014-03-26 21:26:15 +00:00
DMTestTask.cpp Let DM work without a GPU. 2014-03-26 21:26:15 +00:00
DMTestTask.h Let DM work without a GPU. 2014-03-26 21:26:15 +00:00
DMTileGridTask.cpp DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMTileGridTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
DMUtil.cpp DM: also run benches once. 2014-02-26 23:01:57 +00:00
DMUtil.h DM: also run benches once. 2014-02-26 23:01:57 +00:00
DMWriteTask.cpp DM: read image files without an extra copy 2014-03-05 15:37:11 +00:00
DMWriteTask.h DM: make GPU tasks multithreaded again. Big refactor. 2014-02-28 20:31:31 +00:00
README Reverting r12427 2013-12-02 13:50:38 +00:00

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