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authorGravatar commit-bot@chromium.org <commit-bot@chromium.org@2bbb7eff-a529-9590-31e7-b0007b416f81>2014-02-28 20:31:31 +0000
committerGravatar commit-bot@chromium.org <commit-bot@chromium.org@2bbb7eff-a529-9590-31e7-b0007b416f81>2014-02-28 20:31:31 +0000
commitef57b7e65330d5f794a513630517907500f1c1d0 (patch)
treead4e3a100ff3da01a22f7aa6bda8cf11cea609c5 /src
parentd1a7e2ec6ffb47243a31dc5c30b00fd7f700a339 (diff)
DM: make GPU tasks multithreaded again. Big refactor.
The main meat of things is in SkThreadPool. We can now give SkThreadPool a type for each thread to create and destroy on its local stack. It's TLS without going through SkTLS. I've split the DM tasks into CpuTasks that run on threads with no TLS, and GpuTasks that run on threads with a thread local GrContextFactory. The old CpuTask and GpuTask have been renamed to CpuGMTask and GpuGMTask. Upshot: default run of out/Debug/dm goes from ~45 seconds to ~20 seconds. BUG=skia: R=bsalomon@google.com, mtklein@google.com, reed@google.com Author: mtklein@chromium.org Review URL: https://codereview.chromium.org/179233005 git-svn-id: http://skia.googlecode.com/svn/trunk@13632 2bbb7eff-a529-9590-31e7-b0007b416f81
Diffstat (limited to 'src')
-rw-r--r--src/utils/SkThreadPool.cpp127
1 files changed, 0 insertions, 127 deletions
diff --git a/src/utils/SkThreadPool.cpp b/src/utils/SkThreadPool.cpp
deleted file mode 100644
index 125a5d9b6a..0000000000
--- a/src/utils/SkThreadPool.cpp
+++ /dev/null
@@ -1,127 +0,0 @@
-/*
- * Copyright 2012 Google Inc.
- *
- * Use of this source code is governed by a BSD-style license that can be
- * found in the LICENSE file.
- */
-
-#include "SkRunnable.h"
-#include "SkThreadPool.h"
-#include "SkThreadUtils.h"
-#include "SkTypes.h"
-
-#if defined(SK_BUILD_FOR_UNIX) || defined(SK_BUILD_FOR_MAC) || defined(SK_BUILD_FOR_ANDROID)
-#include <unistd.h>
-#endif
-
-// Returns the number of cores on this machine.
-static int num_cores() {
-#if defined(SK_BUILD_FOR_WIN32)
- SYSTEM_INFO sysinfo;
- GetSystemInfo(&sysinfo);
- return sysinfo.dwNumberOfProcessors;
-#elif defined(SK_BUILD_FOR_UNIX) || defined(SK_BUILD_FOR_MAC) || defined(SK_BUILD_FOR_ANDROID)
- return sysconf(_SC_NPROCESSORS_ONLN);
-#else
- return 1;
-#endif
-}
-
-SkThreadPool::SkThreadPool(int count)
-: fState(kRunning_State), fBusyThreads(0) {
- if (count < 0) count = num_cores();
- // Create count threads, all running SkThreadPool::Loop.
- for (int i = 0; i < count; i++) {
- SkThread* thread = SkNEW_ARGS(SkThread, (&SkThreadPool::Loop, this));
- *fThreads.append() = thread;
- thread->start();
- }
-}
-
-SkThreadPool::~SkThreadPool() {
- if (kRunning_State == fState) {
- this->wait();
- }
-}
-
-void SkThreadPool::wait() {
- fReady.lock();
- fState = kWaiting_State;
- fReady.broadcast();
- fReady.unlock();
-
- // Wait for all threads to stop.
- for (int i = 0; i < fThreads.count(); i++) {
- fThreads[i]->join();
- SkDELETE(fThreads[i]);
- }
- SkASSERT(fQueue.isEmpty());
-}
-
-/*static*/ void SkThreadPool::Loop(void* arg) {
- // The SkThreadPool passes itself as arg to each thread as they're created.
- SkThreadPool* pool = static_cast<SkThreadPool*>(arg);
-
- while (true) {
- // We have to be holding the lock to read the queue and to call wait.
- pool->fReady.lock();
- while(pool->fQueue.isEmpty()) {
- // Does the client want to stop and are all the threads ready to stop?
- // If so, we move into the halting state, and whack all the threads so they notice.
- if (kWaiting_State == pool->fState && pool->fBusyThreads == 0) {
- pool->fState = kHalting_State;
- pool->fReady.broadcast();
- }
- // Any time we find ourselves in the halting state, it's quitting time.
- if (kHalting_State == pool->fState) {
- pool->fReady.unlock();
- return;
- }
- // wait yields the lock while waiting, but will have it again when awoken.
- pool->fReady.wait();
- }
- // We've got the lock back here, no matter if we ran wait or not.
-
- // The queue is not empty, so we have something to run. Claim it.
- LinkedRunnable* r = pool->fQueue.tail();
-
- pool->fQueue.remove(r);
-
- // Having claimed our SkRunnable, we now give up the lock while we run it.
- // Otherwise, we'd only ever do work on one thread at a time, which rather
- // defeats the point of this code.
- pool->fBusyThreads++;
- pool->fReady.unlock();
-
- // OK, now really do the work.
- r->fRunnable->run();
- SkDELETE(r);
-
- // Let everyone know we're not busy.
- pool->fReady.lock();
- pool->fBusyThreads--;
- pool->fReady.unlock();
- }
-
- SkASSERT(false); // Unreachable. The only exit happens when pool->fState is kHalting_State.
-}
-
-void SkThreadPool::add(SkRunnable* r) {
- if (NULL == r) {
- return;
- }
-
- // If we don't have any threads, obligingly just run the thing now.
- if (fThreads.isEmpty()) {
- return r->run();
- }
-
- // We have some threads. Queue it up!
- fReady.lock();
- SkASSERT(fState != kHalting_State); // Shouldn't be able to add work when we're halting.
- LinkedRunnable* linkedRunnable = SkNEW(LinkedRunnable);
- linkedRunnable->fRunnable = r;
- fQueue.addToHead(linkedRunnable);
- fReady.signal();
- fReady.unlock();
-}