| #include "DMTask.h" |
| #include "DMTaskRunner.h" |
| #include "SkCommandLineFlags.h" |
| |
| DEFINE_bool(cpu, true, "Master switch for running CPU-bound work."); |
| DEFINE_bool(gpu, true, "Master switch for running GPU-bound work."); |
| |
| DECLARE_bool(dryRun); |
| |
| 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::spawnChildNext(CpuTask* task) { |
| fTaskRunner->addNext(task); |
| } |
| |
| CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {} |
| CpuTask::CpuTask(const Task& parent) : Task(parent) {} |
| |
| void CpuTask::run() { |
| if (FLAGS_cpu && !this->shouldSkip()) { |
| 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 spawnChildNext() is nearly equivalent, but it'd pointlessly contend on the |
| // threadpool; spawnChildNext() 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 (FLAGS_gpu && !this->shouldSkip()) { |
| this->start(); |
| if (!FLAGS_dryRun) this->draw(&factory); |
| this->finish(); |
| } |
| SkDELETE(this); |
| } |
| |
| void GpuTask::spawnChild(CpuTask* task) { |
| // Really 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->spawnChildNext(task); |
| } |
| |
| } // namespace DM |