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-rw-r--r--dm/DMTask.cpp91
1 files changed, 91 insertions, 0 deletions
diff --git a/dm/DMTask.cpp b/dm/DMTask.cpp
new file mode 100644
index 0000000000..3fa5c39718
--- /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