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--nocpu skips all CPU-bound work. --nogpu skips all GPU-bound work. /m/s/skia (dm) $ r dm --nogpu ninja: Entering directory `out/Release' [17/17] LINK dm (294 GMs, 620 benches) x 4 configs, 245 tests 0 tasks left 71.46user 12.40system 0:04.52elapsed 1854%CPU (0avgtext+0avgdata 16828656maxresident)k 0inputs+0outputs (0major+3252811minor)pagefaults 0swaps /m/s/skia (dm) $ r dm --nocpu ninja: Entering directory `out/Release' ninja: no work to do. (294 GMs, 620 benches) x 4 configs, 245 tests 926 tasks leftUnsupported vertex-color/texture xfer mode. Unsupported vertex-color/texture xfer mode. 0 tasks left 11.10user 2.38system 0:17.15elapsed 78%CPU (0avgtext+0avgdata 1310896maxresident)k 16inputs+4664outputs (0major+161322minor)pagefaults 0swaps BUG=skia:2074 R=halcanary@google.com, borenet@google.com, mtklein@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/219403004 git-svn-id: http://skia.googlecode.com/svn/trunk@14001 2bbb7eff-a529-9590-31e7-b0007b416f81 |
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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 | ||
DMPipeTask.cpp | ||
DMPipeTask.h | ||
DMReplayTask.cpp | ||
DMReplayTask.h | ||
DMReporter.cpp | ||
DMReporter.h | ||
DMSerializeTask.cpp | ||
DMSerializeTask.h | ||
DMTask.cpp | ||
DMTask.h | ||
DMTaskRunner.cpp | ||
DMTaskRunner.h | ||
DMTestTask.cpp | ||
DMTestTask.h | ||
DMTileGridTask.cpp | ||
DMTileGridTask.h | ||
DMUtil.cpp | ||
DMUtil.h | ||
DMWriteTask.cpp | ||
DMWriteTask.h | ||
README |
DM is like GM, but multithreaded. It doesn't do everything GM does yet. Current approximate list of missing features: --config pdf --mismatchPath --missingExpectationsPath --writePicturePath --deferred 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