dm is like gm, but faster and with fewer features.

This is sort of the near-minimal proof-of-concept skeleton.

  - It can run existing GMs.
  - It supports most configs (just not PDF).
  - --replay is the only "fancy" feature it currently supports

Hopefully you will be disturbed by its speed.

BUG=
R=epoger@google.com

Review URL: https://codereview.chromium.org/22839016

git-svn-id: http://skia.googlecode.com/svn/trunk@11802 2bbb7eff-a529-9590-31e7-b0007b416f81
diff --git a/dm/DMGpuTask.h b/dm/DMGpuTask.h
new file mode 100644
index 0000000..87c530b
--- /dev/null
+++ b/dm/DMGpuTask.h
@@ -0,0 +1,45 @@
+#ifndef DMGpuTask_DEFINED
+#define DMGpuTask_DEFINED
+
+#include "DMReporter.h"
+#include "DMTask.h"
+#include "DMTaskRunner.h"
+#include "GrContextFactory.h"
+#include "SkBitmap.h"
+#include "SkString.h"
+#include "SkTemplates.h"
+#include "gm.h"
+#include "gm_expectations.h"
+
+// This is the main entry point for drawing GMs with the GPU.
+
+namespace DM {
+
+class GpuTask : public Task {
+public:
+    GpuTask(const char* name,
+            Reporter*,
+            TaskRunner*,
+            const skiagm::ExpectationsSource&,
+            skiagm::GMRegistry::Factory,
+            SkBitmap::Config,
+            GrContextFactory::GLContextType,
+            int sampleCount);
+
+    virtual void draw() SK_OVERRIDE;
+    virtual bool usesGpu() const SK_OVERRIDE { return true; }
+    virtual bool shouldSkip() const SK_OVERRIDE;
+    virtual SkString name() const SK_OVERRIDE { return fName; }
+
+private:
+    SkAutoTDelete<skiagm::GM> fGM;
+    const SkString fName;
+    const skiagm::Expectations fExpectations;
+    const SkBitmap::Config fConfig;
+    const GrContextFactory::GLContextType fContextType;
+    const int fSampleCount;
+};
+
+}  // namespace DM
+
+#endif  // DMGpuTask_DEFINED