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1 #include "DMTaskRunner.h" | 1 #include "DMTaskRunner.h" |
2 #include "DMTask.h" | 2 #include "DMTask.h" |
3 | 3 |
4 namespace DM { | 4 namespace DM { |
5 | 5 |
6 TaskRunner::TaskRunner(int cpuThreads, int gpuThreads) : fCpu(cpuThreads), fGpu(
gpuThreads) {} | 6 TaskRunner::TaskRunner(int cpuThreads) { |
| 7 SkTaskGroup::SetThreadCount(cpuThreads); |
| 8 } |
7 | 9 |
8 void TaskRunner::add(CpuTask* task) { fCpu.add(task); } | 10 void TaskRunner::add(CpuTask* task) { fCpuWork.add(task); } |
9 void TaskRunner::addNext(CpuTask* task) { fCpu.addNext(task); } | 11 void TaskRunner::add(GpuTask* task) { fGpuWork.push(task); } |
10 void TaskRunner::add(GpuTask* task) { fGpu.add(task); } | |
11 | 12 |
12 void TaskRunner::wait() { | 13 void TaskRunner::wait() { |
13 // These wait calls block until each threadpool is done. We don't allow | 14 GrContextFactory factory; |
14 // spawning new child GPU tasks, so we can wait for that first knowing | 15 for (int i = 0; i < fGpuWork.count(); i++) { |
15 // we'll never try to add to it later. Same can't be said of the CPU pool: | 16 fGpuWork[i]->run(&factory); |
16 // both CPU and GPU tasks can spawn off new CPU work, so we wait for that la
st. | 17 } |
17 fGpu.wait(); | 18 fCpuWork.wait(); |
18 fCpu.wait(); | |
19 } | 19 } |
20 | 20 |
21 } // namespace DM | 21 } // namespace DM |
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