| Commit message (Collapse) | Author | Age |
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BUG=skia:
NOTRY=True
TBR=
Review URL: https://codereview.chromium.org/697053004
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BUG=skia:
TBR=
Review URL: https://codereview.chromium.org/698563004
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BUG=skia:
TBR=
Review URL: https://codereview.chromium.org/688363003
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Tested by running DM on XP. Before this patch, it fails at startup (even just out/Debug/dm --help). Now it asserts for other reasons later on in user code, which is just fine by me.
The net effect is that SkTaskGroups will always be synchronous on XP. That's not ideal, but a step up from crashing.
CQ_EXTRA_TRYBOTS=client.skia:Test-Win7-ShuttleA-HD2000-x86-Release-Trybot,Test-Win7-ShuttleA-HD2000-x86_64-Release-Trybot
BUG=skia:
Review URL: https://codereview.chromium.org/700683002
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BUG=skia:
TBR=
Review URL: https://codereview.chromium.org/696293005
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SampleApp is multipicturedraw aware.
BUG=skia:
Review URL: https://codereview.chromium.org/684923002
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NOTREECHECKS=true
BUG=skia:
Review URL: https://codereview.chromium.org/687953003
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BUG=skia:2947
Review URL: https://codereview.chromium.org/679293002
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CGDataProviderCreateWithData to SkCreateDataProviderFromStream in
SkPDFDocumentToBitmap
Review URL: https://codereview.chromium.org/678763003
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BUG=skia:
TBR=
Review URL: https://codereview.chromium.org/679903002
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compressing coverage masks.
Signed-off-by: Pavel Krajcevski <pavel@cs.unc.edu>
BUG=skia:
Review URL: https://codereview.chromium.org/669243003
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Depend on https://codereview.chromium.org/663233002
BUG=skia:2947
Committed: https://skia.googlesource.com/skia/+/687732fe046c9cfec940f2d7f661cd97651d10a8
Review URL: https://codereview.chromium.org/613673005
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Without this patch the SaveAs functionality only copies the portion of the picture from the current command in the GUI.
Review URL: https://codereview.chromium.org/672453002
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In FrontBufferedStream, when attempting to read and buffer more
data, do not try to read if the underlying stream is at the end.
Prevents a bug where we continue trying to read a stream that
has nothing more to read.
Review URL: https://codereview.chromium.org/665303002
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BUG=skia:
TBR=
Review URL: https://codereview.chromium.org/667803004
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sk_free(fBuffer.detach()) means fBuffer will be left as NULL, not a zero-length malloc.
BUG=skia:
Review URL: https://codereview.chromium.org/669813002
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BUG=skia:
TBR=
Review URL: https://codereview.chromium.org/663993002
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(patchset #5 id:80001 of https://codereview.chromium.org/613673005/)
Reason for revert:
Trying to fix DEPS roll failure:
https://codereview.chromium.org/660113002/
Link to failing builds:
http://build.chromium.org/p/tryserver.blink/builders/linux_blink_rel/builds/29578
http://build.chromium.org/p/tryserver.blink/builders/linux_blink_dbg/builds/29354
Original issue's description:
> Override SkCanvas::drawImage() in SkDeferredCanvas and SkGPipe
>
> BUG=skia:2947
>
> Committed: https://skia.googlesource.com/skia/+/687732fe046c9cfec940f2d7f661cd97651d10a8
TBR=junov@chromium.org,reed@google.com,bsalomon@chromium.org,piotaixr@chromium.org
NOTREECHECKS=true
NOTRY=true
BUG=skia:2947
Review URL: https://codereview.chromium.org/658293004
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This remedies two problems with the debugger's matrix handling:
1) the user matrix was not being passed to the setMatrix command (for a concat)
2) the setting of the user matrix was not consistently forcing a complete re-rendering of the scene
BUG=skia:3018
Review URL: https://codereview.chromium.org/660883002
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BUG=skia:2947
Review URL: https://codereview.chromium.org/613673005
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BUG=skia:
Review URL: https://codereview.chromium.org/651823004
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BUG=skia:
Review URL: https://codereview.chromium.org/650263002
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BUG=skia:
TBR=
Review URL: https://codereview.chromium.org/648083002
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BUG=skia:
TBR=
Review URL: https://codereview.chromium.org/649973002
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BUG=skia:
TBR=
Review URL: https://codereview.chromium.org/652473002
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BUG=skia:
TBR=
Review URL: https://codereview.chromium.org/642353005
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- implement O(1) operations in SkBitSet.h so they can inline away
- use calloc to allocate empty bitsets instead of malloc then clear
- little style things
BUG=skia:
Review URL: https://codereview.chromium.org/640243003
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Used to be:
0 -> run on main thread plus an autodetected number of extra threads (default)
N -> run on main thread plus N extra threads
Now it's:
-1 -> run on main thread plus an autodetected number of extra threads (default)
0 -> run on main thread
N -> run on main thread plus N extra threads
BUG=skia:
Review URL: https://codereview.chromium.org/636593002
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BUG=skia:2947
R=junov@chromium.org, reed@google.com, bsalomon@chromium.org
Author: piotaixr@chromium.org
Review URL: https://codereview.chromium.org/600643002
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https://codereview.chromium.org/609223003/)
Reason for revert:
Re-landing: Chromium-side fix to be landed with the roll (https://codereview.chromium.org/607853003/)
Original issue's description:
> Revert of Fix SkTextBlob offset semantics. (patchset #2 id:20001 of https://codereview.chromium.org/605533002/)
>
> Reason for revert:
> Breaking the Chrome builds with the error:
>
> [14:54:14.317833] ../../skia/ext/pixel_ref_utils.cc:221:16: error: 'drawPosText' marked 'override' but does not override any member functions
> [14:54:14.318022] virtual void drawPosText(const SkDraw& draw,
> [14:54:14.318082] ^
>
> Original issue's description:
> > Fix SkTextBlob offset semantics.
> >
> > Implement proper x/y drawTextBlob() handling by plumbing a
> > drawPosText() offset parameter (to act as an additional glyph pos
> > translation) throughout the device layer.
> >
> > The new offset superceeds the existing constY, with a minor semantic
> > tweak: whereas previous implementations were ignoring constY in 2D
> > positioning mode (scalarsPerGlyph == 2), now the offset is always
> > observed, in all positioning modes. We can do this because existing
> > drawPosText() clients always pass constY == 0 for full positioning mode.
> >
> > R=reed@google.com, jvanverth@google.com, robertphillips@google.com
> >
> > Committed: https://skia.googlesource.com/skia/+/c13bc571d3e61a43b87eb97f0719abd304cafaf2
>
> TBR=jvanverth@google.com,reed@google.com,bsalomon@google.com,fmalita@chromium.org
> NOTREECHECKS=true
> NOTRY=true
>
> Committed: https://skia.googlesource.com/skia/+/d46b8d2bab7cfba8458432248e1568ac377429e9
R=jvanverth@google.com, reed@google.com, bsalomon@google.com, robertphillips@google.com
TBR=bsalomon@google.com, jvanverth@google.com, reed@google.com, robertphillips@google.com
NOTREECHECKS=true
NOTRY=true
Author: fmalita@chromium.org
Review URL: https://codereview.chromium.org/607413003
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https://codereview.chromium.org/605533002/)
Reason for revert:
Breaking the Chrome builds with the error:
[14:54:14.317833] ../../skia/ext/pixel_ref_utils.cc:221:16: error: 'drawPosText' marked 'override' but does not override any member functions
[14:54:14.318022] virtual void drawPosText(const SkDraw& draw,
[14:54:14.318082] ^
Original issue's description:
> Fix SkTextBlob offset semantics.
>
> Implement proper x/y drawTextBlob() handling by plumbing a
> drawPosText() offset parameter (to act as an additional glyph pos
> translation) throughout the device layer.
>
> The new offset superceeds the existing constY, with a minor semantic
> tweak: whereas previous implementations were ignoring constY in 2D
> positioning mode (scalarsPerGlyph == 2), now the offset is always
> observed, in all positioning modes. We can do this because existing
> drawPosText() clients always pass constY == 0 for full positioning mode.
>
> R=reed@google.com, jvanverth@google.com, robertphillips@google.com
>
> Committed: https://skia.googlesource.com/skia/+/c13bc571d3e61a43b87eb97f0719abd304cafaf2
R=jvanverth@google.com, reed@google.com, bsalomon@google.com, fmalita@chromium.org
TBR=bsalomon@google.com, fmalita@chromium.org, jvanverth@google.com, reed@google.com
NOTREECHECKS=true
NOTRY=true
Author: robertphillips@google.com
Review URL: https://codereview.chromium.org/609223003
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Convenience function requested for Chrome compositor that may have a performance
advantage.
BUG=skia:1017
R=reed@google.com, danakj@chromium.org, vollick@chromium.org
Author: tomhudson@google.com
Review URL: https://codereview.chromium.org/508303005
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Implement proper x/y drawTextBlob() handling by plumbing a
drawPosText() offset parameter (to act as an additional glyph pos
translation) throughout the device layer.
The new offset superceeds the existing constY, with a minor semantic
tweak: whereas previous implementations were ignoring constY in 2D
positioning mode (scalarsPerGlyph == 2), now the offset is always
observed, in all positioning modes. We can do this because existing
drawPosText() clients always pass constY == 0 for full positioning mode.
R=reed@google.com, jvanverth@google.com, robertphillips@google.com
Review URL: https://codereview.chromium.org/605533002
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BUG=skia:2947
Committed: https://skia.googlesource.com/skia/+/432789972c1e1f8a66165c75a250dba1853efa08
R=junov@chromium.org, reed@google.com, bsalomon@google.com
Author: piotaixr@chromium.org
Review URL: https://codereview.chromium.org/583453002
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Canvas (patchset #9 id:160001 of https://codereview.chromium.org/583453002/)
Reason for revert:
Broke ChromiumOS Ozone builder: http://build.chromium.org/p/chromium.chromiumos/builders/Linux%20ChromiumOS%20Ozone%20Builder/builds/4087/steps/compile/logs/stdio
Reverting to unblock DEPS roll.
Original issue's description:
> SkCanvas::drawImage is the new way for drawing a SkImage to a Canvas
>
> BUG=skia:2947
>
> Committed: https://skia.googlesource.com/skia/+/432789972c1e1f8a66165c75a250dba1853efa08
R=junov@chromium.org, reed@google.com, bsalomon@google.com, piotaixr@chromium.org
TBR=bsalomon@google.com, junov@chromium.org, piotaixr@chromium.org, reed@google.com
NOTREECHECKS=true
NOTRY=true
BUG=skia:2947
Author: borenet@google.com
Review URL: https://codereview.chromium.org/598133002
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BUG=skia:2947
R=junov@chromium.org, reed@google.com, bsalomon@google.com
Author: piotaixr@chromium.org
Review URL: https://codereview.chromium.org/583453002
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https://codereview.chromium.org/551463004/)"
This reverts commit 29c857d0f3a1cb837f73406eeb6ba9771879b5e7.
TBR=
Author: reed@google.com
Review URL: https://codereview.chromium.org/588143004
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https://codereview.chromium.org/551463004/)
Reason for revert:
Broke call site in WebKit
Original issue's description:
> introduce Props to surface (work in progress)
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/3716fd067a5621bb94a6cb08d72afec8bf3aceda
R=robertphillips@google.com, bsalomon@google.com, jvanverth@google.com, bungeman@google.com, fmalita@google.com, vangelis@chromium.org, reed@google.com
TBR=bsalomon@google.com, bungeman@google.com, fmalita@google.com, jvanverth@google.com, reed@google.com, robertphillips@google.com, vangelis@chromium.org
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Author: reed@chromium.org
Review URL: https://codereview.chromium.org/583773004
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BUG=skia:
R=robertphillips@google.com, bsalomon@google.com, jvanverth@google.com, bungeman@google.com, fmalita@google.com, vangelis@chromium.org, reed@chromium.org
Author: reed@google.com
Review URL: https://codereview.chromium.org/551463004
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BUG=skia:2948
R=junov@chromium.org, reed@google.com
Author: piotaixr@chromium.org
Review URL: https://codereview.chromium.org/575173002
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SkDeferredCanvas::isFullFrame
blink skips all pending commands during picture recording if it is drawing an opaque full-frame
geometry or image. This may improve performance for some edge cases. To recognize an opaque
full-frame drawing should be cheap enough. Otherwise, the overhead will offset the improvement.
Unfortunately, data from perf for content_shell on Nexus7 shows that SkDeferredCanvas::isFullFrame
is far from cheap. Table below shows that how much isFullFrame() costs in the whole render process.
benchmark percentage
my local benchmark(draw 1000 sprites) 4.1%
speedReading 2.8%
FishIETank(1000 fishes) 1.5%
GUIMark3 Bitmap 2.0%
By contrast, real recording (SkGPipeCanvas::drawBitmapRectToRect) and real rasterization
(GrDrawTarget::drawRect) cost ~4% and ~6% in the whole render process respectively. Apparently,
SkDeferredCanvas::isFullFrame() is nontrivial.
getDeviceSize() is the main contributor to this hotspot. The change simply save the canvasSize and
reuse it among drawings if it is not a fresh frame. This change cut off ~65% (or improved ~2 times)
of isFullFrame().
telemetry smoothness canvas_tough_test didn't show obvious improvement or regression.
BUG=411166
Committed: https://skia.googlesource.com/skia/+/8e45c3777d886ba3fe239bb549d06b0693692152
R=junov@chromium.org, tomhudson@google.com, reed@google.com
Author: yunchao.he@intel.com
Review URL: https://codereview.chromium.org/545813002
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SkDeferredCanvas::isFullFrame (patchset #7 id:140001 of https://codereview.chromium.org/545813002/)
Reason for revert:
This is leaking memory:
http://108.170.220.120:10117/builders/Test-Ubuntu13.10-GCE-NoGPU-x86_64-Debug-ASAN/builds/2516/steps/RunDM/logs/stdio
Original issue's description:
> Picture Recording: fix the performance bottleneck in SkDeferredCanvas::isFullFrame
>
> blink skips all pending commands during picture recording if it is drawing an opaque full-frame
> geometry or image. This may improve performance for some edge cases. To recognize an opaque
> full-frame drawing should be cheap enough. Otherwise, the overhead will offset the improvement.
> Unfortunately, data from perf for content_shell on Nexus7 shows that SkDeferredCanvas::isFullFrame
> is far from cheap. Table below shows that how much isFullFrame() costs in the whole render process.
>
> benchmark percentage
> my local benchmark(draw 1000 sprites) 4.1%
> speedReading 2.8%
> FishIETank(1000 fishes) 1.5%
> GUIMark3 Bitmap 2.0%
>
> By contrast, real recording (SkGPipeCanvas::drawBitmapRectToRect) and real rasterization
> (GrDrawTarget::drawRect) cost ~4% and ~6% in the whole render process respectively. Apparently,
> SkDeferredCanvas::isFullFrame() is nontrivial.
>
> getDeviceSize() is the main contributor to this hotspot. The change simply save the canvasSize and
> reuse it among drawings if it is not a fresh frame. This change cut off ~65% (or improved ~2 times)
> of isFullFrame().
>
> telemetry smoothness canvas_tough_test didn't show obvious improvement or regression.
>
> BUG=411166
>
> Committed: https://skia.googlesource.com/skia/+/8e45c3777d886ba3fe239bb549d06b0693692152
R=junov@chromium.org, tomhudson@google.com, reed@google.com, yunchao.he@intel.com
TBR=junov@chromium.org, reed@google.com, tomhudson@google.com, yunchao.he@intel.com
NOTREECHECKS=true
NOTRY=true
BUG=411166
Author: mtklein@google.com
Review URL: https://codereview.chromium.org/571053002
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SkDeferredCanvas::isFullFrame
blink skips all pending commands during picture recording if it is drawing an opaque full-frame
geometry or image. This may improve performance for some edge cases. To recognize an opaque
full-frame drawing should be cheap enough. Otherwise, the overhead will offset the improvement.
Unfortunately, data from perf for content_shell on Nexus7 shows that SkDeferredCanvas::isFullFrame
is far from cheap. Table below shows that how much isFullFrame() costs in the whole render process.
benchmark percentage
my local benchmark(draw 1000 sprites) 4.1%
speedReading 2.8%
FishIETank(1000 fishes) 1.5%
GUIMark3 Bitmap 2.0%
By contrast, real recording (SkGPipeCanvas::drawBitmapRectToRect) and real rasterization
(GrDrawTarget::drawRect) cost ~4% and ~6% in the whole render process respectively. Apparently,
SkDeferredCanvas::isFullFrame() is nontrivial.
getDeviceSize() is the main contributor to this hotspot. The change simply save the canvasSize and
reuse it among drawings if it is not a fresh frame. This change cut off ~65% (or improved ~2 times)
of isFullFrame().
telemetry smoothness canvas_tough_test didn't show obvious improvement or regression.
BUG=411166
R=junov@chromium.org, tomhudson@google.com, reed@google.com
Author: yunchao.he@intel.com
Review URL: https://codereview.chromium.org/545813002
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Tested by running DM with its SkTaskGroup::Enabler commented out. Slow, but completed correctly.
BUG=skia:
R=reed@google.com, mtklein@google.com
Author: mtklein@chromium.org
Review URL: https://codereview.chromium.org/556223003
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BUG=skia:
R=bungeman@google.com, mtklein@google.com
Author: reed@google.com
Review URL: https://codereview.chromium.org/560653004
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This introduces the SK_HAS_DWRITE_1_H define which may be set at
build time or will be true when WINVER_MAXVER >= 0x0602 .
The dwrite_1.h header is available starting in Windows SDK 8.0.
This change supports users who must still use Windows SDK 7.0.
It also allows for easier local testing of the older interfaces
on newer versions of Windows.
See also: https://bugzilla.mozilla.org/show_bug.cgi?id=1053652
R=george@mozilla.com, mtklein@google.com
Author: bungeman@google.com
Review URL: https://codereview.chromium.org/552383002
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R=reed@google.com
Author: bsalomon@google.com
Review URL: https://codereview.chromium.org/544233002
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SkTaskGroup is like SkThreadPool except the threads stay in
one global pool. Each SkTaskGroup itself is tiny (4 bytes)
and its wait() method applies only to tasks add()ed to that
instance, not the whole thread pool.
This means we don't need to bring up new thread pools when
tests themselves want to use multithreading (e.g. pathops,
quilt). We just create a new SkTaskGroup and wait for that
to complete. This should be more efficient, and allow us
to expand where we use threads to really latency sensitive
places. E.g. we can probably now use these in nanobench
for CPU .skp rendering.
Now that all threads are sharing the same pool, I think we
can remove most of the custom mechanism pathops tests use
to control threading. They'll just ride on the global pool
with all other tests now.
This (temporarily?) removes the GPU multithreading feature
from DM, which we don't use.
On my desktop, DM runs a little faster (57s -> 55s) in
Debug, and a lot faster in Release (36s -> 24s). The bots
show speedups of similar proportions, cutting more than a
minute off the N4/Release and Win7/Debug runtimes.
BUG=skia:
Committed: https://skia.googlesource.com/skia/+/9c7207b5dc71dc5a96a2eb107d401133333d5b6f
R=caryclark@google.com, bsalomon@google.com, bungeman@google.com, mtklein@google.com, reed@google.com
Author: mtklein@chromium.org
Review URL: https://codereview.chromium.org/531653002
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https://codereview.chromium.org/531653002/)
Reason for revert:
Leaks, leaks, leaks.
Original issue's description:
> SkThreadPool ~~> SkTaskGroup
>
> SkTaskGroup is like SkThreadPool except the threads stay in
> one global pool. Each SkTaskGroup itself is tiny (4 bytes)
> and its wait() method applies only to tasks add()ed to that
> instance, not the whole thread pool.
>
> This means we don't need to bring up new thread pools when
> tests themselves want to use multithreading (e.g. pathops,
> quilt). We just create a new SkTaskGroup and wait for that
> to complete. This should be more efficient, and allow us
> to expand where we use threads to really latency sensitive
> places. E.g. we can probably now use these in nanobench
> for CPU .skp rendering.
>
> Now that all threads are sharing the same pool, I think we
> can remove most of the custom mechanism pathops tests use
> to control threading. They'll just ride on the global pool
> with all other tests now.
>
> This (temporarily?) removes the GPU multithreading feature
> from DM, which we don't use.
>
> On my desktop, DM runs a little faster (57s -> 55s) in
> Debug, and a lot faster in Release (36s -> 24s). The bots
> show speedups of similar proportions, cutting more than a
> minute off the N4/Release and Win7/Debug runtimes.
>
> BUG=skia:
>
> Committed: https://skia.googlesource.com/skia/+/9c7207b5dc71dc5a96a2eb107d401133333d5b6f
R=caryclark@google.com, bsalomon@google.com, bungeman@google.com, reed@google.com, mtklein@chromium.org
TBR=bsalomon@google.com, bungeman@google.com, caryclark@google.com, mtklein@chromium.org, reed@google.com
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Author: mtklein@google.com
Review URL: https://codereview.chromium.org/533393002
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SkTaskGroup is like SkThreadPool except the threads stay in
one global pool. Each SkTaskGroup itself is tiny (4 bytes)
and its wait() method applies only to tasks add()ed to that
instance, not the whole thread pool.
This means we don't need to bring up new thread pools when
tests themselves want to use multithreading (e.g. pathops,
quilt). We just create a new SkTaskGroup and wait for that
to complete. This should be more efficient, and allow us
to expand where we use threads to really latency sensitive
places. E.g. we can probably now use these in nanobench
for CPU .skp rendering.
Now that all threads are sharing the same pool, I think we
can remove most of the custom mechanism pathops tests use
to control threading. They'll just ride on the global pool
with all other tests now.
This (temporarily?) removes the GPU multithreading feature
from DM, which we don't use.
On my desktop, DM runs a little faster (57s -> 55s) in
Debug, and a lot faster in Release (36s -> 24s). The bots
show speedups of similar proportions, cutting more than a
minute off the N4/Release and Win7/Debug runtimes.
BUG=skia:
R=caryclark@google.com, bsalomon@google.com, bungeman@google.com, mtklein@google.com, reed@google.com
Author: mtklein@chromium.org
Review URL: https://codereview.chromium.org/531653002
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