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#include "DMGpuTask.h"
#include "DMComparisonTask.h"
#include "DMUtil.h"
#include "SkCommandLineFlags.h"
#include "SkGpuDevice.h"
#include "SkTLS.h"
namespace DM {
GpuTask::GpuTask(const char* name,
Reporter* reporter,
TaskRunner* taskRunner,
const skiagm::ExpectationsSource& expectations,
skiagm::GMRegistry::Factory gmFactory,
SkBitmap::Config config,
GrContextFactory::GLContextType contextType,
int sampleCount)
: Task(reporter, taskRunner)
, fGM(gmFactory(NULL))
, fName(underJoin(fGM->shortName(), name))
, fExpectations(expectations.get(png(fName).c_str()))
, fConfig(config)
, fContextType(contextType)
, fSampleCount(sampleCount)
{}
static void* new_gr_context_factory() {
return SkNEW(GrContextFactory);
}
static void delete_gr_context_factory(void* factory) {
SkDELETE((GrContextFactory*) factory);
}
static GrContextFactory* get_gr_factory() {
return reinterpret_cast<GrContextFactory*>(SkTLS::Get(&new_gr_context_factory,
&delete_gr_context_factory));
}
void GpuTask::draw() {
GrContext* gr = get_gr_factory()->get(fContextType); // Will be owned by device.
SkGpuDevice device(gr,
fConfig,
SkScalarCeilToInt(fGM->width()),
SkScalarCeilToInt(fGM->height()),
fSampleCount);
SkCanvas canvas(&device);
canvas.concat(fGM->getInitialTransform());
fGM->draw(&canvas);
canvas.flush();
SkBitmap bitmap;
bitmap.setConfig(fConfig, SkScalarCeilToInt(fGM->width()), SkScalarCeilToInt(fGM->height()));
canvas.readPixels(&bitmap, 0, 0);
// We offload checksum comparison to the main CPU threadpool.
// This cuts run time by about 30%.
this->spawnChild(SkNEW_ARGS(ComparisonTask, (*this, fExpectations, bitmap)));
}
bool GpuTask::shouldSkip() const {
return SkToBool(fGM->getFlags() & skiagm::GM::kSkipGPU_Flag);
}
} // namespace DM
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