skia2/example/VulkanBasic.cpp

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/*
* Copyright 2022 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkAlphaType.h"
#include "include/core/SkCanvas.h"
#include "include/core/SkColor.h"
#include "include/core/SkColorType.h"
#include "include/core/SkImageInfo.h"
#include "include/core/SkRefCnt.h"
#include "include/core/SkSurface.h"
#include "include/core/SkTypes.h"
#include "include/gpu/GrDirectContext.h"
#include "include/gpu/vk/GrVkBackendContext.h"
#include "include/gpu/vk/GrVkExtensions.h"
#include "tools/gpu/vk/VkTestUtils.h"
#include <string.h>
#include <vulkan/vulkan_core.h>
#include <functional>
#include <memory>
#define ACQUIRE_INST_VK_PROC(name) \
do { \
fVk##name = reinterpret_cast<PFN_vk##name>(getProc("vk" #name, backendContext.fInstance, \
VK_NULL_HANDLE)); \
if (fVk##name == nullptr) { \
SkDebugf("Function ptr for vk%s could not be acquired\n", #name); \
return 1; \
} \
} while(false)
int main(int argc, char** argv) {
GrVkBackendContext backendContext;
VkDebugReportCallbackEXT debugCallback;
std::unique_ptr<GrVkExtensions> extensions(new GrVkExtensions());
std::unique_ptr<VkPhysicalDeviceFeatures2> features(new VkPhysicalDeviceFeatures2);
// First we need to create a GrVkBackendContext so that we can make a Vulkan GrDirectContext.
// The vast majority of this chunk of code is setting up the VkInstance and VkDevice objects.
// Normally a client will have their own way of creating these objects. This example uses Skia's
// test helper sk_gpu_test::CreateVkBackendContext to aid in this. Clients can look at this
// function as a guide on things to consider when setting up Vulkan for themselves, but they
// should not depend on that function. We may arbitrarily change it as it is meant only for Skia
// internal testing. Additionally it may do some odd things that a normal Vulkan user wouldn't
// do because it is againt meant for Skia testing.
{
PFN_vkGetInstanceProcAddr instProc;
if (!sk_gpu_test::LoadVkLibraryAndGetProcAddrFuncs(&instProc)) {
return 1;
}
memset(features.get(), 0, sizeof(VkPhysicalDeviceFeatures2));
features->sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2;
features->pNext = nullptr;
// Fill in features you want to enable here
backendContext.fInstance = VK_NULL_HANDLE;
backendContext.fDevice = VK_NULL_HANDLE;
if (!sk_gpu_test::CreateVkBackendContext(instProc, &backendContext, extensions.get(),
features.get(), &debugCallback)) {
return 1;
}
}
auto getProc = backendContext.fGetProc;
PFN_vkDestroyInstance fVkDestroyInstance;
PFN_vkDestroyDebugReportCallbackEXT fVkDestroyDebugReportCallbackEXT = nullptr;
PFN_vkDestroyDevice fVkDestroyDevice;
ACQUIRE_INST_VK_PROC(DestroyInstance);
if (debugCallback != VK_NULL_HANDLE) {
ACQUIRE_INST_VK_PROC(DestroyDebugReportCallbackEXT);
}
ACQUIRE_INST_VK_PROC(DestroyDevice);
// Create a GrDirectContext with our GrVkBackendContext
sk_sp<GrDirectContext> context = GrDirectContext::MakeVulkan(backendContext);
if (!context) {
fVkDestroyDevice(backendContext.fDevice, nullptr);
if (debugCallback != VK_NULL_HANDLE) {
fVkDestroyDebugReportCallbackEXT(backendContext.fInstance, debugCallback, nullptr);
}
fVkDestroyInstance(backendContext.fInstance, nullptr);
return 1;
}
SkImageInfo imageInfo = SkImageInfo::Make(16, 16, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
// Create an SkSurface backed by a Vulkan VkImage. Often clients will be getting VkImages from
// swapchains. In those cases they should use SkSurface::MakeFromBackendTexture or
// SkSurface::MakeFromBackendRenderTarget to wrap those premade VkImages in Skia. See the
// HelloWorld example app to see how this is done.
sk_sp<SkSurface> surface = SkSurface::MakeRenderTarget(context.get(),
SkBudgeted::kYes,
imageInfo);
if (!surface) {
context.reset();
fVkDestroyDevice(backendContext.fDevice, nullptr);
if (debugCallback != VK_NULL_HANDLE) {
fVkDestroyDebugReportCallbackEXT(backendContext.fInstance, debugCallback, nullptr);
} fVkDestroyInstance(backendContext.fInstance, nullptr);
return 1;
}
surface->getCanvas()->clear(SK_ColorRED);
// After drawing to our surface, we must first flush the recorded work (i.e. convert all our
// recorded SkCanvas calls into a VkCommandBuffer). Then we call submit to submit our
// VkCommandBuffers to the gpu queue.
surface->flush();
context->submit();
surface.reset();
context.reset();
// Skia doesn't own the VkDevice or VkInstance so the client must manage their lifetime. The
// client must not delete these objects until cleaning up all Skia objects that may have used
// them first.
fVkDestroyDevice(backendContext.fDevice, nullptr);
if (debugCallback != VK_NULL_HANDLE) {
fVkDestroyDebugReportCallbackEXT(backendContext.fInstance, debugCallback, nullptr);
} fVkDestroyInstance(backendContext.fInstance, nullptr);
return 0;
}