OLD | NEW |
| (Empty) |
1 #include "DMTask.h" | |
2 #include "DMTaskRunner.h" | |
3 #include "SkCommonFlags.h" | |
4 | |
5 namespace DM { | |
6 | |
7 Task::Task(Reporter* reporter, TaskRunner* taskRunner) | |
8 : fReporter(reporter) | |
9 , fTaskRunner(taskRunner) | |
10 , fDepth(0) { | |
11 fReporter->taskCreated(); | |
12 } | |
13 | |
14 Task::Task(const Task& parent) | |
15 : fReporter(parent.fReporter) | |
16 , fTaskRunner(parent.fTaskRunner) | |
17 , fDepth(parent.depth() + 1) { | |
18 fReporter->taskCreated(); | |
19 } | |
20 | |
21 Task::~Task() { | |
22 fReporter->taskDestroyed(); | |
23 } | |
24 | |
25 void Task::fail(const char* msg) { | |
26 SkString failure(this->name()); | |
27 if (msg) { | |
28 failure.appendf(": %s", msg); | |
29 } | |
30 fReporter->fail(failure); | |
31 } | |
32 | |
33 void Task::start() { | |
34 fStart = SkTime::GetMSecs(); | |
35 } | |
36 | |
37 void Task::finish() { | |
38 fReporter->printStatus(this->name(), SkTime::GetMSecs() - fStart); | |
39 } | |
40 | |
41 void Task::reallySpawnChild(CpuTask* task) { | |
42 fTaskRunner->add(task); | |
43 } | |
44 | |
45 CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, ta
skRunner) {} | |
46 CpuTask::CpuTask(const Task& parent) : Task(parent) {} | |
47 | |
48 void CpuTask::run() { | |
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) { | |
52 this->start(); | |
53 if (!FLAGS_dryRun) this->draw(); | |
54 this->finish(); | |
55 } | |
56 SkDELETE(this); | |
57 } | |
58 | |
59 void CpuTask::spawnChild(CpuTask* task) { | |
60 // Run children serially on this (CPU) thread. This tends to save RAM and i
s usually no slower. | |
61 // Calling reallySpawnChild() is nearly equivalent, but it'd pointlessly con
tend on the | |
62 // threadpool; reallySpawnChild() is most useful when you want to change thr
eadpools. | |
63 task->run(); | |
64 } | |
65 | |
66 GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, ta
skRunner) {} | |
67 | |
68 void GpuTask::run(GrContextFactory* factory) { | |
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) { | |
72 this->start(); | |
73 if (!FLAGS_dryRun) this->draw(factory); | |
74 this->finish(); | |
75 if (FLAGS_abandonGpuContext) { | |
76 factory->abandonContexts(); | |
77 } | |
78 if (FLAGS_resetGpuContext || FLAGS_abandonGpuContext) { | |
79 factory->destroyContexts(); | |
80 } | |
81 } | |
82 SkDELETE(this); | |
83 } | |
84 | |
85 void GpuTask::spawnChild(CpuTask* task) { | |
86 // Spawn a new task so it runs on the CPU threadpool instead of the GPU one
we're on now. | |
87 // It goes on the front of the queue to minimize the time we must hold refer
ence bitmaps in RAM. | |
88 this->reallySpawnChild(task); | |
89 } | |
90 | |
91 } // namespace DM | |
OLD | NEW |