1 #include "DMTask.h"
2 #include "DMTaskRunner.h"
3 #include "SkCommonFlags.h"
4
5 namespace DM {
6
Task(Reporter * reporter,TaskRunner * taskRunner)7 Task::Task(Reporter* reporter, TaskRunner* taskRunner)
8 : fReporter(reporter)
9 , fTaskRunner(taskRunner)
10 , fDepth(0) {
11 fReporter->taskCreated();
12 }
13
Task(const Task & parent)14 Task::Task(const Task& parent)
15 : fReporter(parent.fReporter)
16 , fTaskRunner(parent.fTaskRunner)
17 , fDepth(parent.depth() + 1) {
18 fReporter->taskCreated();
19 }
20
~Task()21 Task::~Task() {
22 fReporter->taskDestroyed();
23 }
24
fail(const char * msg)25 void Task::fail(const char* msg) {
26 SkString failure(this->name());
27 if (msg) {
28 failure.appendf(": %s", msg);
29 }
30 fReporter->fail(failure);
31 }
32
start()33 void Task::start() {
34 fStart = SkTime::GetMSecs();
35 }
36
finish()37 void Task::finish() {
38 fReporter->printStatus(this->name(), SkTime::GetMSecs() - fStart);
39 }
40
reallySpawnChild(CpuTask * task)41 void Task::reallySpawnChild(CpuTask* task) {
42 fTaskRunner->add(task);
43 }
44
CpuTask(Reporter * reporter,TaskRunner * taskRunner)45 CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
CpuTask(const Task & parent)46 CpuTask::CpuTask(const Task& parent) : Task(parent) {}
47
run()48 void CpuTask::run() {
49 // If the task says skip, or if we're starting a top-level CPU task and we don't want to, skip.
50 const bool skip = this->shouldSkip() || (this->depth() == 0 && !FLAGS_cpu);
51 if (!skip) {
52 this->start();
53 if (!FLAGS_dryRun) this->draw();
54 this->finish();
55 }
56 SkDELETE(this);
57 }
58
spawnChild(CpuTask * task)59 void CpuTask::spawnChild(CpuTask* task) {
60 // Run children serially on this (CPU) thread. This tends to save RAM and is usually no slower.
61 // Calling reallySpawnChild() is nearly equivalent, but it'd pointlessly contend on the
62 // threadpool; reallySpawnChild() is most useful when you want to change threadpools.
63 task->run();
64 }
65
GpuTask(Reporter * reporter,TaskRunner * taskRunner)66 GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
67
run(GrContextFactory * factory)68 void GpuTask::run(GrContextFactory* factory) {
69 // If the task says skip, or if we're starting a top-level GPU task and we don't want to, skip.
70 const bool skip = this->shouldSkip() || (this->depth() == 0 && !FLAGS_gpu);
71 if (!skip) {
72 this->start();
73 if (!FLAGS_dryRun) this->draw(factory);
74 this->finish();
75 if (FLAGS_abandonGpuContext) {
76 factory->abandonContexts();
77 }
78 if (FLAGS_resetGpuContext || FLAGS_abandonGpuContext) {
79 factory->destroyContexts();
80 }
81 }
82 SkDELETE(this);
83 }
84
spawnChild(CpuTask * task)85 void GpuTask::spawnChild(CpuTask* task) {
86 // Spawn a new task so it runs on the CPU threadpool instead of the GPU one we're on now.
87 // It goes on the front of the queue to minimize the time we must hold reference bitmaps in RAM.
88 this->reallySpawnChild(task);
89 }
90
91 } // namespace DM
92