| Index: dm/DMTask.cpp
|
| diff --git a/dm/DMTask.cpp b/dm/DMTask.cpp
|
| deleted file mode 100644
|
| index 3fa5c39718b0f4f8bc53cfe7a91fee5f93d3498e..0000000000000000000000000000000000000000
|
| --- a/dm/DMTask.cpp
|
| +++ /dev/null
|
| @@ -1,91 +0,0 @@
|
| -#include "DMTask.h"
|
| -#include "DMTaskRunner.h"
|
| -#include "SkCommonFlags.h"
|
| -
|
| -namespace DM {
|
| -
|
| -Task::Task(Reporter* reporter, TaskRunner* taskRunner)
|
| - : fReporter(reporter)
|
| - , fTaskRunner(taskRunner)
|
| - , fDepth(0) {
|
| - fReporter->taskCreated();
|
| -}
|
| -
|
| -Task::Task(const Task& parent)
|
| - : fReporter(parent.fReporter)
|
| - , fTaskRunner(parent.fTaskRunner)
|
| - , fDepth(parent.depth() + 1) {
|
| - fReporter->taskCreated();
|
| -}
|
| -
|
| -Task::~Task() {
|
| - fReporter->taskDestroyed();
|
| -}
|
| -
|
| -void Task::fail(const char* msg) {
|
| - SkString failure(this->name());
|
| - if (msg) {
|
| - failure.appendf(": %s", msg);
|
| - }
|
| - fReporter->fail(failure);
|
| -}
|
| -
|
| -void Task::start() {
|
| - fStart = SkTime::GetMSecs();
|
| -}
|
| -
|
| -void Task::finish() {
|
| - fReporter->printStatus(this->name(), SkTime::GetMSecs() - fStart);
|
| -}
|
| -
|
| -void Task::reallySpawnChild(CpuTask* task) {
|
| - fTaskRunner->add(task);
|
| -}
|
| -
|
| -CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
|
| -CpuTask::CpuTask(const Task& parent) : Task(parent) {}
|
| -
|
| -void CpuTask::run() {
|
| - // If the task says skip, or if we're starting a top-level CPU task and we don't want to, skip.
|
| - const bool skip = this->shouldSkip() || (this->depth() == 0 && !FLAGS_cpu);
|
| - if (!skip) {
|
| - this->start();
|
| - if (!FLAGS_dryRun) this->draw();
|
| - this->finish();
|
| - }
|
| - SkDELETE(this);
|
| -}
|
| -
|
| -void CpuTask::spawnChild(CpuTask* task) {
|
| - // Run children serially on this (CPU) thread. This tends to save RAM and is usually no slower.
|
| - // 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) {
|
| - // If the task says skip, or if we're starting a top-level GPU task and we don't want to, skip.
|
| - const bool skip = this->shouldSkip() || (this->depth() == 0 && !FLAGS_gpu);
|
| - if (!skip) {
|
| - this->start();
|
| - if (!FLAGS_dryRun) this->draw(factory);
|
| - this->finish();
|
| - if (FLAGS_abandonGpuContext) {
|
| - factory->abandonContexts();
|
| - }
|
| - if (FLAGS_resetGpuContext || FLAGS_abandonGpuContext) {
|
| - factory->destroyContexts();
|
| - }
|
| - }
|
| - SkDELETE(this);
|
| -}
|
| -
|
| -void GpuTask::spawnChild(CpuTask* task) {
|
| - // 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->reallySpawnChild(task);
|
| -}
|
| -
|
| -} // namespace DM
|
|
|