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Side by Side Diff: dm/DMTask.cpp

Issue 578033002: DM: --gpu and --cpu should only control top-level tasks. (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 6 years, 3 months ago
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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
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
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