1#include "DMTask.h" 2#include "DMTaskRunner.h" 3#include "SkCommandLineFlags.h" 4 5DEFINE_bool(cpu, true, "Master switch for running CPU-bound work."); 6DEFINE_bool(gpu, true, "Master switch for running GPU-bound work."); 7 8DECLARE_bool(dryRun); 9 10namespace DM { 11 12Task::Task(Reporter* reporter, TaskRunner* taskRunner) 13 : fReporter(reporter) 14 , fTaskRunner(taskRunner) 15 , fDepth(0) { 16 fReporter->taskCreated(); 17} 18 19Task::Task(const Task& parent) 20 : fReporter(parent.fReporter) 21 , fTaskRunner(parent.fTaskRunner) 22 , fDepth(parent.depth() + 1) { 23 fReporter->taskCreated(); 24} 25 26Task::~Task() { 27 fReporter->taskDestroyed(); 28} 29 30void Task::fail(const char* msg) { 31 SkString failure(this->name()); 32 if (msg) { 33 failure.appendf(": %s", msg); 34 } 35 fReporter->fail(failure); 36} 37 38void Task::start() { 39 fStart = SkTime::GetMSecs(); 40} 41 42void Task::finish() { 43 fReporter->printStatus(this->name(), SkTime::GetMSecs() - fStart); 44} 45 46void Task::spawnChildNext(CpuTask* task) { 47 fTaskRunner->addNext(task); 48} 49 50CpuTask::CpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {} 51CpuTask::CpuTask(const Task& parent) : Task(parent) {} 52 53void CpuTask::run() { 54 if (FLAGS_cpu && !this->shouldSkip()) { 55 this->start(); 56 if (!FLAGS_dryRun) this->draw(); 57 this->finish(); 58 } 59 SkDELETE(this); 60} 61 62void CpuTask::spawnChild(CpuTask* task) { 63 // Run children serially on this (CPU) thread. This tends to save RAM and is usually no slower. 64 // Calling spawnChildNext() is nearly equivalent, but it'd pointlessly contend on the 65 // threadpool; spawnChildNext() is most useful when you want to change threadpools. 66 task->run(); 67} 68 69GpuTask::GpuTask(Reporter* reporter, TaskRunner* taskRunner) : Task(reporter, taskRunner) {} 70 71void GpuTask::run(GrContextFactory& factory) { 72 if (FLAGS_gpu && !this->shouldSkip()) { 73 this->start(); 74 if (!FLAGS_dryRun) this->draw(&factory); 75 this->finish(); 76 } 77 SkDELETE(this); 78} 79 80void GpuTask::spawnChild(CpuTask* task) { 81 // Really spawn a new task so it runs on the CPU threadpool instead of the GPU one we're on now. 82 // It goes on the front of the queue to minimize the time we must hold reference bitmaps in RAM. 83 this->spawnChildNext(task); 84} 85 86} // namespace DM 87