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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