blob: 3fa5c39718b0f4f8bc53cfe7a91fee5f93d3498e [file] [log] [blame]
#include "DMTask.h"
#include "DMTaskRunner.h"
#include "SkCommonFlags.h"
namespace DM {
Task::Task(Reporter* reporter, TaskRunner* taskRunner)
: fReporter(reporter)
, fTaskRunner(taskRunner)
, fDepth(0) {
fReporter->taskCreated();
}
Task::Task(const Task& parent)
: fReporter(parent.fReporter)
, fTaskRunner(parent.fTaskRunner)
, fDepth(parent.depth() + 1) {
fReporter->taskCreated();
}
Task::~Task() {
fReporter->taskDestroyed();
}
void Task::fail(const char* msg) {
SkString failure(this->name());
if (msg) {
failure.appendf(": %s", msg);
}
fReporter->fail(failure);
}
void Task::start() {
fStart = SkTime::GetMSecs();
}
void Task::finish() {
fReporter->printStatus(this->name(), SkTime::GetMSecs() - fStart);
}
void Task::reallySpawnChild(CpuTask* task) {
fTaskRunner->add(task);
}
CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
CpuTask::CpuTask(const Task& parent) : Task(parent) {}
void CpuTask::run() {
// If the task says skip, or if we're starting a top-level CPU task and we don't want to, skip.
const bool skip = this->shouldSkip() || (this->depth() == 0 && !FLAGS_cpu);
if (!skip) {
this->start();
if (!FLAGS_dryRun) this->draw();
this->finish();
}
SkDELETE(this);
}
void CpuTask::spawnChild(CpuTask* task) {
// Run children serially on this (CPU) thread. This tends to save RAM and is usually no slower.
// Calling reallySpawnChild() is nearly equivalent, but it'd pointlessly contend on the
// threadpool; reallySpawnChild() is most useful when you want to change threadpools.
task->run();
}
GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {}
void GpuTask::run(GrContextFactory* factory) {
// If the task says skip, or if we're starting a top-level GPU task and we don't want to, skip.
const bool skip = this->shouldSkip() || (this->depth() == 0 && !FLAGS_gpu);
if (!skip) {
this->start();
if (!FLAGS_dryRun) this->draw(factory);
this->finish();
if (FLAGS_abandonGpuContext) {
factory->abandonContexts();
}
if (FLAGS_resetGpuContext || FLAGS_abandonGpuContext) {
factory->destroyContexts();
}
}
SkDELETE(this);
}
void GpuTask::spawnChild(CpuTask* task) {
// Spawn a new task so it runs on the CPU threadpool instead of the GPU one we're on now.
// It goes on the front of the queue to minimize the time we must hold reference bitmaps in RAM.
this->reallySpawnChild(task);
}
} // namespace DM