| Index: dm/DMTask.cpp
|
| diff --git a/dm/DMTask.cpp b/dm/DMTask.cpp
|
| new file mode 100644
|
| index 0000000000000000000000000000000000000000..3fa5c39718b0f4f8bc53cfe7a91fee5f93d3498e
|
| --- /dev/null
|
| +++ b/dm/DMTask.cpp
|
| @@ -0,0 +1,91 @@
|
| +#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
|
|
|