blob: 78b962e40fb71f892ac3a7a8758d6eedf3c5a2b3 [file] [log] [blame]
mtklein@google.comd36522d2013-10-16 13:02:15 +00001DM is like GM, but multithreaded. It doesn't do everything GM does yet.
2
3Current approximate list of missing features:
commit-bot@chromium.org2d3a7892013-10-28 19:51:26 +00004 --config pdf
mtklein@google.comd36522d2013-10-16 13:02:15 +00005 --mismatchPath
6 --missingExpectationsPath
mtklein@google.comd36522d2013-10-16 13:02:15 +00007 --writePicturePath
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commit-bot@chromium.org2d3a7892013-10-28 19:51:26 +00009 --deferred
mtklein@google.comd36522d2013-10-16 13:02:15 +000010
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12DM's design is based around Tasks and a TaskRunner.
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14A Task represents an independent unit of work that might fail. We make a task
15for each GM/configuration pair we want to run. Tasks can kick off new tasks
16themselves. For example, a CpuTask can kick off a ReplayTask to make sure
17recording and playing back an SkPicture gives the same result as direct
18rendering.
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20The TaskRunner runs all tasks on one of two threadpools, whose sizes are
21configurable by --cpuThreads and --gpuThreads. Ideally we'd run these on a
22single threadpool but it can swamp the GPU if we shove too much work into it at
23once. --cpuThreads defaults to the number of cores on the machine.
24--gpuThreads defaults to 1, but you may find 2 or 4 runs a little faster.
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26So the main flow of DM is:
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28 for each GM:
29 for each configuration:
30 kick off a new task
31 < tasks run, maybe fail, and maybe kick off new tasks >
32 wait for all tasks to finish
33 report failures
34