| OLD | NEW |
| 1 #include "DMTask.h" | 1 #include "DMTask.h" |
| 2 #include "DMTaskRunner.h" | 2 #include "DMTaskRunner.h" |
| 3 #include "SkCommonFlags.h" | 3 #include "SkCommonFlags.h" |
| 4 | 4 |
| 5 namespace DM { | 5 namespace DM { |
| 6 | 6 |
| 7 Task::Task(Reporter* reporter, TaskRunner* taskRunner) | 7 Task::Task(Reporter* reporter, TaskRunner* taskRunner) |
| 8 : fReporter(reporter) | 8 : fReporter(reporter) |
| 9 , fTaskRunner(taskRunner) | 9 , fTaskRunner(taskRunner) |
| 10 , fDepth(0) { | 10 , fDepth(0) { |
| (...skipping 28 matching lines...) Expand all Loading... |
| 39 } | 39 } |
| 40 | 40 |
| 41 void Task::reallySpawnChild(CpuTask* task) { | 41 void Task::reallySpawnChild(CpuTask* task) { |
| 42 fTaskRunner->add(task); | 42 fTaskRunner->add(task); |
| 43 } | 43 } |
| 44 | 44 |
| 45 CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, ta
skRunner) {} | 45 CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, ta
skRunner) {} |
| 46 CpuTask::CpuTask(const Task& parent) : Task(parent) {} | 46 CpuTask::CpuTask(const Task& parent) : Task(parent) {} |
| 47 | 47 |
| 48 void CpuTask::run() { | 48 void CpuTask::run() { |
| 49 if (FLAGS_cpu && !this->shouldSkip()) { | 49 // If the task says skip, or if we're starting a top-level CPU task and we d
on't want to, skip. |
| 50 const bool skip = this->shouldSkip() || (this->depth() == 0 && !FLAGS_cpu); |
| 51 if (!skip) { |
| 50 this->start(); | 52 this->start(); |
| 51 if (!FLAGS_dryRun) this->draw(); | 53 if (!FLAGS_dryRun) this->draw(); |
| 52 this->finish(); | 54 this->finish(); |
| 53 } | 55 } |
| 54 SkDELETE(this); | 56 SkDELETE(this); |
| 55 } | 57 } |
| 56 | 58 |
| 57 void CpuTask::spawnChild(CpuTask* task) { | 59 void CpuTask::spawnChild(CpuTask* task) { |
| 58 // Run children serially on this (CPU) thread. This tends to save RAM and i
s usually no slower. | 60 // Run children serially on this (CPU) thread. This tends to save RAM and i
s usually no slower. |
| 59 // Calling reallySpawnChild() is nearly equivalent, but it'd pointlessly con
tend on the | 61 // Calling reallySpawnChild() is nearly equivalent, but it'd pointlessly con
tend on the |
| 60 // threadpool; reallySpawnChild() is most useful when you want to change thr
eadpools. | 62 // threadpool; reallySpawnChild() is most useful when you want to change thr
eadpools. |
| 61 task->run(); | 63 task->run(); |
| 62 } | 64 } |
| 63 | 65 |
| 64 GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, ta
skRunner) {} | 66 GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, ta
skRunner) {} |
| 65 | 67 |
| 66 void GpuTask::run(GrContextFactory* factory) { | 68 void GpuTask::run(GrContextFactory* factory) { |
| 67 if (FLAGS_gpu && !this->shouldSkip()) { | 69 // If the task says skip, or if we're starting a top-level GPU task and we d
on't want to, skip. |
| 70 const bool skip = this->shouldSkip() || (this->depth() == 0 && !FLAGS_gpu); |
| 71 if (!skip) { |
| 68 this->start(); | 72 this->start(); |
| 69 if (!FLAGS_dryRun) this->draw(factory); | 73 if (!FLAGS_dryRun) this->draw(factory); |
| 70 this->finish(); | 74 this->finish(); |
| 71 if (FLAGS_abandonGpuContext) { | 75 if (FLAGS_abandonGpuContext) { |
| 72 factory->abandonContexts(); | 76 factory->abandonContexts(); |
| 73 } | 77 } |
| 74 if (FLAGS_resetGpuContext || FLAGS_abandonGpuContext) { | 78 if (FLAGS_resetGpuContext || FLAGS_abandonGpuContext) { |
| 75 factory->destroyContexts(); | 79 factory->destroyContexts(); |
| 76 } | 80 } |
| 77 } | 81 } |
| 78 SkDELETE(this); | 82 SkDELETE(this); |
| 79 } | 83 } |
| 80 | 84 |
| 81 void GpuTask::spawnChild(CpuTask* task) { | 85 void GpuTask::spawnChild(CpuTask* task) { |
| 82 // Spawn a new task so it runs on the CPU threadpool instead of the GPU one
we're on now. | 86 // Spawn a new task so it runs on the CPU threadpool instead of the GPU one
we're on now. |
| 83 // It goes on the front of the queue to minimize the time we must hold refer
ence bitmaps in RAM. | 87 // It goes on the front of the queue to minimize the time we must hold refer
ence bitmaps in RAM. |
| 84 this->reallySpawnChild(task); | 88 this->reallySpawnChild(task); |
| 85 } | 89 } |
| 86 | 90 |
| 87 } // namespace DM | 91 } // namespace DM |
| OLD | NEW |