| OLD | NEW |
| 1 #include "DMTask.h" | 1 #include "DMTask.h" |
| 2 #include "DMTaskRunner.h" | 2 #include "DMTaskRunner.h" |
| 3 #include "SkCommandLineFlags.h" | 3 #include "SkCommandLineFlags.h" |
| 4 | 4 |
| 5 DEFINE_bool(cpu, true, "Master switch for running CPU-bound work."); | 5 DEFINE_bool(cpu, true, "Master switch for running CPU-bound work."); |
| 6 DEFINE_bool(gpu, true, "Master switch for running GPU-bound work."); | 6 DEFINE_bool(gpu, true, "Master switch for running GPU-bound work."); |
| 7 DEFINE_bool(resetGpuContext, true, "Reset the GrContext before running each task
."); |
| 7 | 8 |
| 8 DECLARE_bool(dryRun); | 9 DECLARE_bool(dryRun); |
| 9 | 10 |
| 10 namespace DM { | 11 namespace DM { |
| 11 | 12 |
| 12 Task::Task(Reporter* reporter, TaskRunner* taskRunner) | 13 Task::Task(Reporter* reporter, TaskRunner* taskRunner) |
| 13 : fReporter(reporter) | 14 : fReporter(reporter) |
| 14 , fTaskRunner(taskRunner) | 15 , fTaskRunner(taskRunner) |
| 15 , fDepth(0) { | 16 , fDepth(0) { |
| 16 fReporter->taskCreated(); | 17 fReporter->taskCreated(); |
| (...skipping 46 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 63 // Run children serially on this (CPU) thread. This tends to save RAM and i
s usually no slower. | 64 // Run children serially on this (CPU) thread. This tends to save RAM and i
s usually no slower. |
| 64 // Calling spawnChildNext() is nearly equivalent, but it'd pointlessly conte
nd on the | 65 // Calling spawnChildNext() is nearly equivalent, but it'd pointlessly conte
nd on the |
| 65 // threadpool; spawnChildNext() is most useful when you want to change threa
dpools. | 66 // threadpool; spawnChildNext() is most useful when you want to change threa
dpools. |
| 66 task->run(); | 67 task->run(); |
| 67 } | 68 } |
| 68 | 69 |
| 69 GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, ta
skRunner) {} | 70 GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, ta
skRunner) {} |
| 70 | 71 |
| 71 void GpuTask::run(GrContextFactory& factory) { | 72 void GpuTask::run(GrContextFactory& factory) { |
| 72 if (FLAGS_gpu && !this->shouldSkip()) { | 73 if (FLAGS_gpu && !this->shouldSkip()) { |
| 74 if (FLAGS_resetGpuContext) { |
| 75 factory.destroyContexts(); |
| 76 } |
| 73 this->start(); | 77 this->start(); |
| 74 if (!FLAGS_dryRun) this->draw(&factory); | 78 if (!FLAGS_dryRun) this->draw(&factory); |
| 75 this->finish(); | 79 this->finish(); |
| 76 } | 80 } |
| 77 SkDELETE(this); | 81 SkDELETE(this); |
| 78 } | 82 } |
| 79 | 83 |
| 80 void GpuTask::spawnChild(CpuTask* task) { | 84 void GpuTask::spawnChild(CpuTask* task) { |
| 81 // Really spawn a new task so it runs on the CPU threadpool instead of the G
PU one we're on now. | 85 // Really spawn a new task so it runs on the CPU threadpool instead of the G
PU one we're on now. |
| 82 // It goes on the front of the queue to minimize the time we must hold refer
ence bitmaps in RAM. | 86 // It goes on the front of the queue to minimize the time we must hold refer
ence bitmaps in RAM. |
| 83 this->spawnChildNext(task); | 87 this->spawnChildNext(task); |
| 84 } | 88 } |
| 85 | 89 |
| 86 } // namespace DM | 90 } // namespace DM |
| OLD | NEW |