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Side by Side Diff: dm/DMTask.cpp

Issue 398483005: Add --resetGpuContext to both DM and nanobench. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: rebase Created 6 years, 5 months ago
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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
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
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