| 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
|
|
|