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+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 |
+ |