skia2/tools/gpu/GrContextFactory.cpp

247 lines
9.0 KiB
C++
Raw Normal View History

/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrContextFactory.h"
#include "gl/GLTestContext.h"
#if SK_ANGLE
#include "gl/angle/GLTestContext_angle.h"
#endif
#include "gl/command_buffer/GLTestContext_command_buffer.h"
#include "gl/debug/DebugGLTestContext.h"
#if SK_MESA
#include "gl/mesa/GLTestContext_mesa.h"
#endif
#ifdef SK_VULKAN
#include "vk/VkTestContext.h"
#endif
#include "gl/null/NullGLTestContext.h"
#include "gl/GrGLGpu.h"
#include "GrCaps.h"
#if defined(SK_BUILD_FOR_WIN32) && defined(SK_ENABLE_DISCRETE_GPU)
extern "C" {
// NVIDIA documents that the presence and value of this symbol programmatically enable the high
// performance GPU in laptops with switchable graphics.
// https://docs.nvidia.com/gameworks/content/technologies/desktop/optimus.htm
// From testing, including this symbol, even if it is set to 0, we still get the NVIDIA GPU.
_declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
// AMD has a similar mechanism, although I don't have an AMD laptop, so this is untested.
// https://community.amd.com/thread/169965
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
}
#endif
namespace sk_gpu_test {
GrContextFactory::GrContextFactory() { }
GrContextFactory::GrContextFactory(const GrContextOptions& opts)
: fGlobalOptions(opts) {
// In this factory, instanced rendering is specified with ContextOptions::kUseInstanced.
SkASSERT(!fGlobalOptions.fEnableInstancedRendering);
}
GrContextFactory::~GrContextFactory() {
this->destroyContexts();
}
void GrContextFactory::destroyContexts() {
for (Context& context : fContexts) {
if (context.fTestContext) {
context.fTestContext->makeCurrent();
}
if (!context.fGrContext->unique()) {
context.fGrContext->releaseResourcesAndAbandonContext();
context.fAbandoned = true;
}
context.fGrContext->unref();
delete context.fTestContext;
}
fContexts.reset();
}
void GrContextFactory::abandonContexts() {
for (Context& context : fContexts) {
if (!context.fAbandoned) {
if (context.fTestContext) {
context.fTestContext->makeCurrent();
context.fTestContext->testAbandon();
delete(context.fTestContext);
context.fTestContext = nullptr;
}
context.fGrContext->abandonContext();
context.fAbandoned = true;
}
}
}
void GrContextFactory::releaseResourcesAndAbandonContexts() {
for (Context& context : fContexts) {
if (!context.fAbandoned) {
if (context.fTestContext) {
context.fTestContext->makeCurrent();
}
context.fGrContext->releaseResourcesAndAbandonContext();
context.fAbandoned = true;
if (context.fTestContext) {
delete context.fTestContext;
context.fTestContext = nullptr;
}
}
}
}
#if defined(SK_BUILD_FOR_UNIX) || defined(SK_BUILD_FOR_WIN) || defined(SK_BUILD_FOR_MAC)
const GrContextFactory::ContextType GrContextFactory::kNativeGL_ContextType =
GrContextFactory::kGL_ContextType;
#else
const GrContextFactory::ContextType GrContextFactory::kNativeGL_ContextType =
GrContextFactory::kGLES_ContextType;
#endif
ContextInfo GrContextFactory::getContextInfo(ContextType type, ContextOptions options) {
for (int i = 0; i < fContexts.count(); ++i) {
Context& context = fContexts[i];
if (context.fType == type &&
context.fOptions == options &&
!context.fAbandoned) {
context.fTestContext->makeCurrent();
return ContextInfo(context.fBackend, context.fTestContext, context.fGrContext);
}
}
std::unique_ptr<TestContext> testCtx;
sk_sp<GrContext> grCtx;
GrBackendContext backendContext = 0;
sk_sp<const GrGLInterface> glInterface;
GrBackend backend = ContextTypeBackend(type);
switch (backend) {
case kOpenGL_GrBackend: {
GLTestContext* glCtx;
switch (type) {
case kGL_ContextType:
glCtx = CreatePlatformGLTestContext(kGL_GrGLStandard);
break;
case kGLES_ContextType:
glCtx = CreatePlatformGLTestContext(kGLES_GrGLStandard);
break;
#if SK_ANGLE
case kANGLE_D3D9_ES2_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kD3D9, ANGLEContextVersion::kES2).release();
break;
case kANGLE_D3D11_ES2_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kD3D11, ANGLEContextVersion::kES2).release();
break;
case kANGLE_D3D11_ES3_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kD3D11, ANGLEContextVersion::kES3).release();
break;
case kANGLE_GL_ES2_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kOpenGL, ANGLEContextVersion::kES2).release();
break;
case kANGLE_GL_ES3_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kOpenGL, ANGLEContextVersion::kES3).release();
break;
#endif
case kCommandBuffer_ContextType:
glCtx = CommandBufferGLTestContext::Create();
break;
Add config options to run different GPU APIs to dm and nanobench Add extended config specification form that can be used to run different gpu backend with different APIs. The configs can be specified with the form: gpu(api=string,dit=bool,nvpr=bool,samples=int) This replaces and removes the --gpuAPI flag. All existing configs should still work. Adds following documentation: out/Debug/dm --help config Flags: --config: type: string default: 565 8888 gpu nonrendering Options: 565 8888 debug gpu gpudebug gpudft gpunull msaa16 msaa4 nonrendering null nullgpu nvprmsaa16 nvprmsaa4 pdf pdf_poppler skp svg xps or use extended form 'backend(option=value,...)'. Extended form: 'backend(option=value,...)' Possible backends and options: gpu(api=string,dit=bool,nvpr=bool,samples=int) GPU backend api type: string default: native. Select graphics API to use with gpu backend. Options: native Use platform default OpenGL or OpenGL ES backend. gl Use OpenGL. gles Use OpenGL ES. debug Use debug OpenGL. null Use null OpenGL. dit type: bool default: false. Use device independent text. nvpr type: bool default: false. Use NV_path_rendering OpenGL and OpenGL ES extension. samples type: int default: 0. Use multisampling with N samples. Predefined configs: gpu = gpu() msaa4 = gpu(samples=4) msaa16 = gpu(samples=16) nvprmsaa4 = gpu(nvpr=true,samples=4) nvprmsaa16 = gpu(nvpr=true,samples=16) gpudft = gpu(dit=true) gpudebug = gpu(api=debug) gpunull = gpu(api=null) debug = gpu(api=debug) nullgpu = gpu(api=null) BUG=skia:2992 Committed: https://skia.googlesource.com/skia/+/e13ca329fca4c28cf4e078561f591ab27b743d23 GOLD_TRYBOT_URL= https://gold.skia.org/search2?unt=true&query=source_type%3Dgm&master=false&issue=1490113005 Committed: https://skia.googlesource.com/skia/+/c8b4336444e7b90382e04e33665fb3b8490b825b Committed: https://skia.googlesource.com/skia/+/9ebc3f0ee6db215dde461dc4777d85988cf272dd Review URL: https://codereview.chromium.org/1490113005
2015-12-23 09:33:00 +00:00
#if SK_MESA
case kMESA_ContextType:
glCtx = CreateMesaGLTestContext();
break;
#endif
case kNullGL_ContextType:
glCtx = CreateNullGLTestContext(ContextOptions::kEnableNVPR & options);
break;
case kDebugGL_ContextType:
glCtx = CreateDebugGLTestContext();
break;
default:
return ContextInfo();
}
if (!glCtx) {
return ContextInfo();
}
testCtx.reset(glCtx);
glInterface.reset(SkRef(glCtx->gl()));
// Block NVPR from non-NVPR types. We don't block NVPR from contexts that will use
// instanced rendering because that would prevent us from testing mixed samples.
if (!((ContextOptions::kEnableNVPR | ContextOptions::kUseInstanced) & options)) {
glInterface.reset(GrGLInterfaceRemoveNVPR(glInterface.get()));
if (!glInterface) {
return ContextInfo();
}
}
backendContext = reinterpret_cast<GrBackendContext>(glInterface.get());
break;
}
#ifdef SK_VULKAN
case kVulkan_GrBackend:
SkASSERT(kVulkan_ContextType == type);
if (ContextOptions::kEnableNVPR & options) {
return ContextInfo();
}
testCtx.reset(CreatePlatformVkTestContext());
if (!testCtx) {
return ContextInfo();
}
// There is some bug (either in Skia or the NV Vulkan driver) where VkDevice
// destruction will hang occaisonally. For some reason having an existing GL
// context fixes this.
if (!fSentinelGLContext) {
fSentinelGLContext.reset(CreatePlatformGLTestContext(kGL_GrGLStandard));
if (!fSentinelGLContext) {
fSentinelGLContext.reset(CreatePlatformGLTestContext(kGLES_GrGLStandard));
}
}
backendContext = testCtx->backendContext();
break;
#endif
default:
return ContextInfo();
}
testCtx->makeCurrent();
SkASSERT(testCtx && testCtx->backend() == backend);
GrContextOptions grOptions = fGlobalOptions;
if (ContextOptions::kUseInstanced & options) {
grOptions.fEnableInstancedRendering = true;
}
grOptions.fRequireDecodeDisableForSRGB =
SkToBool(ContextOptions::kRequireSRGBDecodeDisableSupport & options);
grCtx.reset(GrContext::Create(backend, backendContext, grOptions));
if (!grCtx.get()) {
return ContextInfo();
}
if (ContextOptions::kEnableNVPR & options) {
if (!grCtx->caps()->shaderCaps()->pathRenderingSupport()) {
return ContextInfo();
}
}
if (ContextOptions::kUseInstanced & options) {
if (GrCaps::InstancedSupport::kNone == grCtx->caps()->instancedSupport()) {
return ContextInfo();
}
}
if (ContextOptions::kRequireSRGBSupport & options) {
if (!grCtx->caps()->srgbSupport()) {
return ContextInfo();
}
}
Context& context = fContexts.push_back();
context.fBackend = backend;
context.fTestContext = testCtx.release();
context.fGrContext = SkRef(grCtx.get());
context.fType = type;
context.fOptions = options;
context.fAbandoned = false;
return ContextInfo(context.fBackend, context.fTestContext, context.fGrContext);
}
} // namespace sk_gpu_test