/* * 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 #include #include #include #define ACQUIRE_INST_VK_PROC(name) \ do { \ fVk##name = reinterpret_cast(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 extensions(new GrVkExtensions()); std::unique_ptr 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 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 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; }