1 #include "DMTaskRunner.h" 2 #include "DMTask.h" 3 4 namespace DM { 5 TaskRunner(int cpuThreads,int gpuThreads)6TaskRunner::TaskRunner(int cpuThreads, int gpuThreads) : fCpu(cpuThreads), fGpu(gpuThreads) {} 7 add(CpuTask * task)8void TaskRunner::add(CpuTask* task) { fCpu.add(task); } addNext(CpuTask * task)9void TaskRunner::addNext(CpuTask* task) { fCpu.addNext(task); } add(GpuTask * task)10void TaskRunner::add(GpuTask* task) { fGpu.add(task); } 11 wait()12void TaskRunner::wait() { 13 // These wait calls block until each threadpool is done. We don't allow 14 // spawning new child GPU tasks, so we can wait for that first knowing 15 // we'll never try to add to it later. Same can't be said of the CPU pool: 16 // both CPU and GPU tasks can spawn off new CPU work, so we wait for that last. 17 fGpu.wait(); 18 fCpu.wait(); 19 } 20 21 } // namespace DM 22