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