#ifndef DMTask_DEFINED
#define DMTask_DEFINED
#include "DMReporter.h"
#include "DMGpuSupport.h"
#include "SkRunnable.h"
#include "SkTime.h"
// DM will run() these tasks on one of two threadpools.
// Subclasses can call fail() to mark this task as failed, or make any number of spawnChild() calls
// to kick off dependent tasks.
//
// Tasks delete themselves when run.
namespace DM {
class TaskRunner;
class CpuTask;
class Task {
public:
virtual bool shouldSkip() const = 0;
virtual SkString name() const = 0;
// Returns the number of parents above this task.
// Top-level tasks return 0, their children 1, and so on.
int depth() const { return fDepth; }
protected:
Task(Reporter* reporter, TaskRunner* taskRunner);
Task(const Task& parent);
virtual ~Task();
void start();
void fail(const char* msg = NULL);
void finish();
void spawnChildNext(CpuTask* task); // For now we don't allow GPU child tasks.
private:
Reporter* fReporter; // Unowned.
TaskRunner* fTaskRunner; // Unowned.
int fDepth;
SkMSec fStart;
};
class CpuTask : public Task, public SkRunnable {
public:
CpuTask(Reporter* reporter, TaskRunner* taskRunner);
CpuTask(const Task& parent);
virtual ~CpuTask() {}
void run() SK_OVERRIDE;
virtual void draw() = 0;
void spawnChild(CpuTask* task);
};
class GpuTask : public Task, public SkTRunnable<GrContextFactory> {
public:
GpuTask(Reporter* reporter, TaskRunner* taskRunner);
virtual ~GpuTask() {}
void run(GrContextFactory&) SK_OVERRIDE;
virtual void draw(GrContextFactory*) = 0;
void spawnChild(CpuTask* task);
};
} // namespace DM
#endif // DMTask_DEFINED