a65e2fdc9a
BUG=2294 R=mtklein@google.com Author: humper@google.com Review URL: https://codereview.chromium.org/305963007 git-svn-id: http://skia.googlecode.com/svn/trunk@14999 2bbb7eff-a529-9590-31e7-b0007b416f81
87 lines
2.3 KiB
C++
87 lines
2.3 KiB
C++
#include "DMTask.h"
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#include "DMTaskRunner.h"
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#include "SkCommandLineFlags.h"
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DEFINE_bool(cpu, true, "Master switch for running CPU-bound work.");
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DEFINE_bool(gpu, true, "Master switch for running GPU-bound work.");
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DECLARE_bool(dryRun);
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namespace DM {
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Task::Task(Reporter* reporter, TaskRunner* taskRunner)
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: fReporter(reporter)
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, fTaskRunner(taskRunner)
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, fDepth(0) {
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fReporter->taskCreated();
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}
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Task::Task(const Task& parent)
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: fReporter(parent.fReporter)
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, fTaskRunner(parent.fTaskRunner)
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, fDepth(parent.depth() + 1) {
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fReporter->taskCreated();
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}
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Task::~Task() {
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fReporter->taskDestroyed();
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}
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void Task::fail(const char* msg) {
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SkString failure(this->name());
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if (msg) {
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failure.appendf(": %s", msg);
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}
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fReporter->fail(failure);
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}
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void Task::start() {
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fStart = SkTime::GetMSecs();
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}
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void Task::finish() {
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fReporter->printStatus(this->name(), SkTime::GetMSecs() - fStart);
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}
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void Task::spawnChildNext(CpuTask* task) {
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fTaskRunner->addNext(task);
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}
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CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
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CpuTask::CpuTask(const Task& parent) : Task(parent) {}
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void CpuTask::run() {
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if (FLAGS_cpu && !this->shouldSkip()) {
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this->start();
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if (!FLAGS_dryRun) this->draw();
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this->finish();
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}
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SkDELETE(this);
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}
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void CpuTask::spawnChild(CpuTask* task) {
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// Run children serially on this (CPU) thread. This tends to save RAM and is usually no slower.
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// Calling spawnChildNext() is nearly equivalent, but it'd pointlessly contend on the
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// threadpool; spawnChildNext() is most useful when you want to change threadpools.
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task->run();
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}
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GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
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void GpuTask::run(GrContextFactory& factory) {
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if (FLAGS_gpu && !this->shouldSkip()) {
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this->start();
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if (!FLAGS_dryRun) this->draw(&factory);
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this->finish();
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}
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SkDELETE(this);
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}
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void GpuTask::spawnChild(CpuTask* task) {
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// Really spawn a new task so it runs on the CPU threadpool instead of the GPU one we're on now.
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// It goes on the front of the queue to minimize the time we must hold reference bitmaps in RAM.
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this->spawnChildNext(task);
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}
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} // namespace DM
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