/* * Copyright 2018 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ // This is a GPU-backend specific test. It relies on static intializers to work #include "include/core/SkTypes.h" #if defined(SK_VULKAN) #include "include/core/SkImage.h" #include "include/gpu/GrBackendSurface.h" #include "include/gpu/GrDirectContext.h" #include "include/gpu/vk/GrVkTypes.h" #include "include/gpu/vk/GrVkVulkan.h" #include "src/gpu/GrSurfaceDrawContext.h" #include "src/gpu/GrTexture.h" #include "src/gpu/GrTextureProxy.h" #include "src/gpu/SkGpuDevice.h" #include "src/gpu/vk/GrVkGpu.h" #include "src/gpu/vk/GrVkImageLayout.h" #include "src/gpu/vk/GrVkTexture.h" #include "src/image/SkImage_Base.h" #include "src/image/SkImage_GpuBase.h" #include "src/image/SkSurface_Gpu.h" #include "tests/Test.h" #include "tools/gpu/ManagedBackendTexture.h" #include "tools/gpu/ProxyUtils.h" DEF_GPUTEST_FOR_VULKAN_CONTEXT(VkImageLayoutTest, reporter, ctxInfo) { auto dContext = ctxInfo.directContext(); auto mbet = sk_gpu_test::ManagedBackendTexture::MakeWithoutData( dContext, 1, 1, kRGBA_8888_SkColorType, GrMipmapped::kNo, GrRenderable::kNo); if (!mbet) { ERRORF(reporter, "Could not create backend texture."); return; } GrVkImageInfo info; REPORTER_ASSERT(reporter, mbet->texture().getVkImageInfo(&info)); VkImageLayout initLayout = info.fImageLayout; // Verify that setting that layout via a copy of a backendTexture is reflected in all the // backendTextures. GrBackendTexture backendTex1 = mbet->texture(); GrBackendTexture backendTex2 = backendTex1; REPORTER_ASSERT(reporter, backendTex2.getVkImageInfo(&info)); REPORTER_ASSERT(reporter, initLayout == info.fImageLayout); backendTex2.setVkImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL); REPORTER_ASSERT(reporter, backendTex1.getVkImageInfo(&info)); REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout); REPORTER_ASSERT(reporter, backendTex2.getVkImageInfo(&info)); REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout); // Setting back the layout since we didn't actually change it backendTex1.setVkImageLayout(initLayout); sk_sp wrappedImage = SkImage::MakeFromTexture( dContext, backendTex1, kTopLeft_GrSurfaceOrigin, kRGBA_8888_SkColorType, kPremul_SkAlphaType, /*color space*/ nullptr, sk_gpu_test::ManagedBackendTexture::ReleaseProc, mbet->releaseContext()); REPORTER_ASSERT(reporter, wrappedImage.get()); GrSurfaceProxy* proxy = sk_gpu_test::GetTextureImageProxy(wrappedImage.get(), dContext); REPORTER_ASSERT(reporter, proxy); REPORTER_ASSERT(reporter, proxy->isInstantiated()); GrTexture* texture = proxy->peekTexture(); REPORTER_ASSERT(reporter, texture); // Verify that modifying the layout via the GrVkTexture is reflected in the GrBackendTexture GrVkTexture* vkTexture = static_cast(texture); REPORTER_ASSERT(reporter, initLayout == vkTexture->currentLayout()); vkTexture->updateImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL); REPORTER_ASSERT(reporter, backendTex1.getVkImageInfo(&info)); REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL == info.fImageLayout); GrBackendTexture backendTexImage = wrappedImage->getBackendTexture(false); REPORTER_ASSERT(reporter, backendTexImage.getVkImageInfo(&info)); REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL == info.fImageLayout); // Verify that modifying the layout via the GrBackendTexutre is reflected in the GrVkTexture backendTexImage.setVkImageLayout(VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL); REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL == vkTexture->currentLayout()); vkTexture->updateImageLayout(initLayout); REPORTER_ASSERT(reporter, backendTex1.getVkImageInfo(&info)); REPORTER_ASSERT(reporter, initLayout == info.fImageLayout); REPORTER_ASSERT(reporter, backendTex2.getVkImageInfo(&info)); REPORTER_ASSERT(reporter, initLayout == info.fImageLayout); REPORTER_ASSERT(reporter, backendTexImage.getVkImageInfo(&info)); REPORTER_ASSERT(reporter, initLayout == info.fImageLayout); // Check that we can do things like assigning the backend texture to invalid one, assign an // invalid one, assin a backend texture to inself etc. Success here is that we don't hit any of // our ref counting asserts. REPORTER_ASSERT(reporter, GrBackendTexture::TestingOnly_Equals(backendTex1, backendTex2)); GrBackendTexture invalidTexture; REPORTER_ASSERT(reporter, !invalidTexture.isValid()); REPORTER_ASSERT(reporter, !GrBackendTexture::TestingOnly_Equals(invalidTexture, backendTex2)); backendTex2 = invalidTexture; REPORTER_ASSERT(reporter, !backendTex2.isValid()); REPORTER_ASSERT(reporter, !GrBackendTexture::TestingOnly_Equals(invalidTexture, backendTex2)); invalidTexture = backendTex1; REPORTER_ASSERT(reporter, invalidTexture.isValid()); REPORTER_ASSERT(reporter, GrBackendTexture::TestingOnly_Equals(invalidTexture, backendTex1)); invalidTexture = static_cast(invalidTexture); REPORTER_ASSERT(reporter, invalidTexture.isValid()); REPORTER_ASSERT(reporter, GrBackendTexture::TestingOnly_Equals(invalidTexture, invalidTexture)); } // This test is disabled because it executes illegal vulkan calls which cause the validations layers // to fail and makes us assert. Once fixed to use a valid vulkan call sequence it should be // renenabled, see skbug.com/8936. #if 0 // Test to make sure we transition from the EXTERNAL queue even when no layout transition is needed. DEF_GPUTEST_FOR_VULKAN_CONTEXT(VkTransitionExternalQueueTest, reporter, ctxInfo) { auto dContext = ctxInfo.directContext(); GrGpu* gpu = dContext->priv().getGpu(); GrVkGpu* vkGpu = static_cast(gpu); if (!vkGpu->vkCaps().supportsExternalMemory()) { return; } GrBackendTexture backendTex = dContext->createBackendTexture( 1, 1, kRGBA_8888_SkColorType, SkColors::kTransparent, GrMipmapped::kNo, GrRenderable::kNo); sk_sp image; // Make a backend texture with an external queue family and general layout. GrVkImageInfo vkInfo; if (!backendTex.getVkImageInfo(&vkInfo)) { return; } vkInfo.fCurrentQueueFamily = VK_QUEUE_FAMILY_EXTERNAL; // Use a read-only layout as these are the ones where we can otherwise skip a transition. vkInfo.fImageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL; GrBackendTexture vkExtTex(1, 1, vkInfo); REPORTER_ASSERT(reporter, vkExtTex.isValid()); image = SkImage::MakeFromTexture(dContext, vkExtTex, kTopLeft_GrSurfaceOrigin, kRGBA_8888_SkColorType, kPremul_SkAlphaType, nullptr, nullptr, nullptr); if (!image) { return; } GrTexture* texture = image->getTexture(); REPORTER_ASSERT(reporter, texture); GrVkTexture* vkTex = static_cast(texture); // Change our backend texture to the internal queue, with the same layout. This should force a // queue transition even though the layouts match. vkTex->setImageLayout(vkGpu, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, 0, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, false, false); // Get our image info again and make sure we transitioned queues. GrBackendTexture newBackendTexture = image->getBackendTexture(true); GrVkImageInfo newVkInfo; REPORTER_ASSERT(reporter, newBackendTexture.getVkImageInfo(&newVkInfo)); REPORTER_ASSERT(reporter, newVkInfo.fCurrentQueueFamily == vkGpu->queueIndex()); image.reset(); dContext->submit(true); dContext->deleteBackendTexture(backendTex); } #endif #endif