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This is sort of the near-minimal proof-of-concept skeleton. - It can run existing GMs. - It supports most configs (just not PDF). - --replay is the only "fancy" feature it currently supports Hopefully you will be disturbed by its speed. BUG= R=epoger@google.com Review URL: https://codereview.chromium.org/22839016 git-svn-id: http://skia.googlecode.com/svn/trunk@11802 2bbb7eff-a529-9590-31e7-b0007b416f81 |
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.. | ||
DM.cpp | ||
DMComparisonTask.cpp | ||
DMComparisonTask.h | ||
DMCpuTask.cpp | ||
DMCpuTask.h | ||
DMGpuTask.cpp | ||
DMGpuTask.h | ||
DMReplayTask.cpp | ||
DMReplayTask.h | ||
DMReporter.cpp | ||
DMReporter.h | ||
DMTask.cpp | ||
DMTask.h | ||
DMTaskRunner.cpp | ||
DMTaskRunner.h | ||
DMUtil.cpp | ||
DMUtil.h | ||
README |
DM is like GM, but multithreaded. It doesn't do everything GM does yet. Current approximate list of missing features: --mismatchPath --missingExpectationsPath --writePath --writePicturePath --deferred / --pipe --rtree --serialize --tiledGrid 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