e2d4eb7072
This has the nice property of being able to double-check hashes after the fact. mtklein@mtklein ~/skia (hash-png)> md5sum bad/8888/3x3bitmaprect.png deede70ab2f34067d461fb4a93332d4c bad/8888/3x3bitmaprect.png mtklein@mtklein ~/skia (hash-png)> grep 3x3bitmaprect_8888 bad/dm.json "3x3bitmaprect_8888" : "deede70ab2f34067d461fb4a93332d4c", I have checked that no two premultiplied colors map to the same unpremultiplied color (math nerds: unpremultiplication is injective), so a change in premultiplied SkBitmap will always imply a change in the encoded unpremultiplied .png. This means, it's safe to hash .pngs; we won't miss subtle changes. BUG=skia: R=jcgregorio@google.com, stephana@google.com, mtklein@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/549203003 |
||
---|---|---|
.. | ||
DM.cpp | ||
DMCpuGMTask.cpp | ||
DMCpuGMTask.h | ||
DMExpectations.h | ||
DMExpectationsTask.cpp | ||
DMExpectationsTask.h | ||
DMGpuGMTask.cpp | ||
DMGpuGMTask.h | ||
DMGpuSupport.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 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