| Index: dm/DMTask.cpp
|
| diff --git a/dm/DMTask.cpp b/dm/DMTask.cpp
|
| index 05eda4ea20386b62edbda7c784583d95f2d2bdb5..5ceb53b0625088a3077fab3237a16da4a122c5a6 100644
|
| --- a/dm/DMTask.cpp
|
| +++ b/dm/DMTask.cpp
|
| @@ -38,8 +38,8 @@ void Task::finish() {
|
| fReporter->printStatus(this->name(), SkTime::GetMSecs() - fStart);
|
| }
|
|
|
| -void Task::spawnChildNext(CpuTask* task) {
|
| - fTaskRunner->addNext(task);
|
| +void Task::reallySpawnChild(CpuTask* task) {
|
| + fTaskRunner->add(task);
|
| }
|
|
|
| CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
|
| @@ -56,32 +56,32 @@ 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.
|
| + // Calling reallySpawnChild() is nearly equivalent, but it'd pointlessly contend on the
|
| + // threadpool; reallySpawnChild() is most useful when you want to change threadpools.
|
| task->run();
|
| }
|
|
|
| GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
|
|
|
| -void GpuTask::run(GrContextFactory& factory) {
|
| +void GpuTask::run(GrContextFactory* factory) {
|
| if (FLAGS_gpu && !this->shouldSkip()) {
|
| this->start();
|
| - if (!FLAGS_dryRun) this->draw(&factory);
|
| + if (!FLAGS_dryRun) this->draw(factory);
|
| this->finish();
|
| if (FLAGS_abandonGpuContext) {
|
| - factory.abandonContexts();
|
| + factory->abandonContexts();
|
| }
|
| if (FLAGS_resetGpuContext || FLAGS_abandonGpuContext) {
|
| - factory.destroyContexts();
|
| + factory->destroyContexts();
|
| }
|
| }
|
| SkDELETE(this);
|
| }
|
|
|
| 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.
|
| + // Spawn a new task so it runs on the CPU threadpool instead of the GPU one we're on now.
|
| // It goes on the front of the queue to minimize the time we must hold reference bitmaps in RAM.
|
| - this->spawnChildNext(task);
|
| + this->reallySpawnChild(task);
|
| }
|
|
|
| } // namespace DM
|
|
|