05ead8afe5
Reason for revert: Caused segmentation fault on many builders. Please see reverted CL's msg #21 for details. Original issue's description: > Support using OpenGL ES context on desktop > > Support using OpenGL ES context on desktop for unix and Android platforms. This > is mainly useful in development. > > Add --gpuAPI flag to gm, dm, bench, bench_pictures and render_pictures. The > possible parameters for the flag are "gl" and "gles". > > Committed: https://skia.googlesource.com/skia/+/74fc727dc88ee24d89f88cb1709f963e9073aeb3 R=bsalomon@google.com, mtklein@google.com, robertphillips@google.com, kkinnunen@nvidia.com TBR=bsalomon@google.com, kkinnunen@nvidia.com NOTREECHECKS=true NOTRY=true Author: rmistry@google.com Review URL: https://codereview.chromium.org/351583002 |
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.. | ||
DM.cpp | ||
DMBenchTask.cpp | ||
DMBenchTask.h | ||
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 | ||
DMRecordTask.cpp | ||
DMRecordTask.h | ||
DMReplayTask.cpp | ||
DMReplayTask.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