406654be7a
SkTaskGroup is like SkThreadPool except the threads stay in one global pool. Each SkTaskGroup itself is tiny (4 bytes) and its wait() method applies only to tasks add()ed to that instance, not the whole thread pool. This means we don't need to bring up new thread pools when tests themselves want to use multithreading (e.g. pathops, quilt). We just create a new SkTaskGroup and wait for that to complete. This should be more efficient, and allow us to expand where we use threads to really latency sensitive places. E.g. we can probably now use these in nanobench for CPU .skp rendering. Now that all threads are sharing the same pool, I think we can remove most of the custom mechanism pathops tests use to control threading. They'll just ride on the global pool with all other tests now. This (temporarily?) removes the GPU multithreading feature from DM, which we don't use. On my desktop, DM runs a little faster (57s -> 55s) in Debug, and a lot faster in Release (36s -> 24s). The bots show speedups of similar proportions, cutting more than a minute off the N4/Release and Win7/Debug runtimes. BUG=skia: Committed: https://skia.googlesource.com/skia/+/9c7207b5dc71dc5a96a2eb107d401133333d5b6f R=caryclark@google.com, bsalomon@google.com, bungeman@google.com, mtklein@google.com, reed@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/531653002
75 lines
1.6 KiB
C++
75 lines
1.6 KiB
C++
#ifndef DMTask_DEFINED
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#define DMTask_DEFINED
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#include "DMGpuSupport.h"
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#include "DMReporter.h"
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#include "SkRunnable.h"
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#include "SkTaskGroup.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 {
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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*);
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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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