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| 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 |
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