| Index: dm/DMTask.cpp | 
| diff --git a/dm/DMTask.cpp b/dm/DMTask.cpp | 
| index 83df84933f8cd816d8910f7d039f880208e67d6c..7725780d4ced9ec8377ddc04e6c0cfeaaef6aff1 100644 | 
| --- a/dm/DMTask.cpp | 
| +++ b/dm/DMTask.cpp | 
| @@ -37,8 +37,8 @@ void Task::finish() { | 
| fReporter->finish(this->name(), SkTime::GetMSecs() - fStart); | 
| } | 
|  | 
| -void Task::reallySpawnChild(CpuTask* task) { | 
| -    fTaskRunner->add(task); | 
| +void Task::spawnChildNext(CpuTask* task) { | 
| +    fTaskRunner->addNext(task); | 
| } | 
|  | 
| CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {} | 
| @@ -55,6 +55,8 @@ void CpuTask::run() { | 
|  | 
| void CpuTask::spawnChild(CpuTask* task) { | 
| // Run children serially on this (CPU) thread.  This tends to save RAM and is usually no slower. | 
| +    // Calling spawnChildNext() is nearly equivalent, but it'd pointlessly contend on the | 
| +    // threadpool; spawnChildNext() is most useful when you want to change threadpools. | 
| task->run(); | 
| } | 
|  | 
| @@ -71,7 +73,8 @@ void GpuTask::run(GrContextFactory& factory) { | 
|  | 
| void GpuTask::spawnChild(CpuTask* task) { | 
| // Really spawn a new task so it runs on the CPU threadpool instead of the GPU one we're on now. | 
| -    this->reallySpawnChild(task); | 
| +    // It goes on the front of the queue to minimize the time we must hold reference bitmaps in RAM. | 
| +    this->spawnChildNext(task); | 
| } | 
|  | 
| }  // namespace DM | 
|  |