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