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      1 #include "DMTask.h"
      2 #include "DMTaskRunner.h"
      3 #include "SkCommonFlags.h"
      4 
      5 namespace DM {
      6 
      7 Task::Task(Reporter* reporter, TaskRunner* taskRunner)
      8     : fReporter(reporter)
      9     , fTaskRunner(taskRunner)
     10     , fDepth(0) {
     11     fReporter->taskCreated();
     12 }
     13 
     14 Task::Task(const Task& parent)
     15     : fReporter(parent.fReporter)
     16     , fTaskRunner(parent.fTaskRunner)
     17     , fDepth(parent.depth() + 1) {
     18     fReporter->taskCreated();
     19 }
     20 
     21 Task::~Task() {
     22     fReporter->taskDestroyed();
     23 }
     24 
     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 
     33 void Task::start() {
     34     fStart = SkTime::GetMSecs();
     35 }
     36 
     37 void Task::finish() {
     38     fReporter->printStatus(this->name(), SkTime::GetMSecs() - fStart);
     39 }
     40 
     41 void Task::reallySpawnChild(CpuTask* task) {
     42     fTaskRunner->add(task);
     43 }
     44 
     45 CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
     46 CpuTask::CpuTask(const Task& parent) : Task(parent) {}
     47 
     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 
     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 
     66 GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
     67 
     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 
     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