84261653c5
This is a reland of 6aac1193a7
Original change's description:
> Add new GrSurfaceInfo class and related backend structs.
>
> Bug: skia:12402
> Change-Id: I45b2f71dcfa5843e2a19a8de7d34196a4d552905
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/445176
> Commit-Queue: Greg Daniel <egdaniel@google.com>
> Reviewed-by: Brian Salomon <bsalomon@google.com>
Bug: skia:12402
Change-Id: Id540bea408d72ceba43ec4245c3748d630121926
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/450277
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Greg Daniel <egdaniel@google.com>
363 lines
14 KiB
C++
363 lines
14 KiB
C++
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/*
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* Copyright 2014 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#include "include/gpu/GrDirectContext.h"
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#include "src/gpu/GrDirectContextPriv.h"
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#include "tools/gpu/GrContextFactory.h"
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#ifdef SK_GL
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#include "tools/gpu/gl/GLTestContext.h"
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#endif
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#if SK_ANGLE
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#include "tools/gpu/gl/angle/GLTestContext_angle.h"
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#endif
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#include "tools/gpu/gl/command_buffer/GLTestContext_command_buffer.h"
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#ifdef SK_VULKAN
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#include "tools/gpu/vk/VkTestContext.h"
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#endif
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#ifdef SK_METAL
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#include "tools/gpu/mtl/MtlTestContext.h"
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#endif
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#ifdef SK_DIRECT3D
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#include "tools/gpu/d3d/D3DTestContext.h"
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#endif
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#ifdef SK_DAWN
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#include "tools/gpu/dawn/DawnTestContext.h"
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#endif
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#include "src/gpu/GrCaps.h"
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#include "tools/gpu/mock/MockTestContext.h"
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#if defined(SK_BUILD_FOR_WIN) && defined(SK_ENABLE_DISCRETE_GPU)
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extern "C" {
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// NVIDIA documents that the presence and value of this symbol programmatically enable the high
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// performance GPU in laptops with switchable graphics.
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// https://docs.nvidia.com/gameworks/content/technologies/desktop/optimus.htm
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// From testing, including this symbol, even if it is set to 0, we still get the NVIDIA GPU.
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_declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
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// AMD has a similar mechanism, although I don't have an AMD laptop, so this is untested.
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// https://community.amd.com/thread/169965
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__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
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}
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#endif
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namespace sk_gpu_test {
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GrContextFactory::GrContextFactory() { }
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GrContextFactory::GrContextFactory(const GrContextOptions& opts)
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: fGlobalOptions(opts) {
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}
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GrContextFactory::~GrContextFactory() {
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this->destroyContexts();
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}
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void GrContextFactory::destroyContexts() {
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// We must delete the test contexts in reverse order so that any child context is finished and
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// deleted before a parent context. This relies on the fact that when we make a new context we
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// append it to the end of fContexts array.
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// TODO: Look into keeping a dependency dag for contexts and deletion order
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for (int i = fContexts.count() - 1; i >= 0; --i) {
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Context& context = fContexts[i];
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SkScopeExit restore(nullptr);
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if (context.fTestContext) {
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restore = context.fTestContext->makeCurrentAndAutoRestore();
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}
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if (!context.fGrContext->unique()) {
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context.fGrContext->releaseResourcesAndAbandonContext();
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context.fAbandoned = true;
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}
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context.fGrContext->unref();
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delete context.fTestContext;
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}
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fContexts.reset();
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}
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void GrContextFactory::abandonContexts() {
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// We must abandon the test contexts in reverse order so that any child context is finished and
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// abandoned before a parent context. This relies on the fact that when we make a new context we
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// append it to the end of fContexts array.
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// TODO: Look into keeping a dependency dag for contexts and deletion order
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for (int i = fContexts.count() - 1; i >= 0; --i) {
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Context& context = fContexts[i];
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if (!context.fAbandoned) {
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if (context.fTestContext) {
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auto restore = context.fTestContext->makeCurrentAndAutoRestore();
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context.fTestContext->testAbandon();
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}
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GrBackendApi api = context.fGrContext->backend();
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bool requiresEarlyAbandon = api == GrBackendApi::kVulkan || api == GrBackendApi::kDawn;
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if (requiresEarlyAbandon) {
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context.fGrContext->abandonContext();
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}
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if (context.fTestContext) {
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delete(context.fTestContext);
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context.fTestContext = nullptr;
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}
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if (!requiresEarlyAbandon) {
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context.fGrContext->abandonContext();
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}
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context.fAbandoned = true;
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}
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}
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}
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void GrContextFactory::releaseResourcesAndAbandonContexts() {
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// We must abandon the test contexts in reverse order so that any child context is finished and
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// abandoned before a parent context. This relies on the fact that when we make a new context we
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// append it to the end of fContexts array.
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// TODO: Look into keeping a dependency dag for contexts and deletion order
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for (int i = fContexts.count() - 1; i >= 0; --i) {
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Context& context = fContexts[i];
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SkScopeExit restore(nullptr);
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if (!context.fAbandoned) {
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if (context.fTestContext) {
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restore = context.fTestContext->makeCurrentAndAutoRestore();
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}
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context.fGrContext->releaseResourcesAndAbandonContext();
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if (context.fTestContext) {
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delete context.fTestContext;
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context.fTestContext = nullptr;
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}
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context.fAbandoned = true;
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}
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}
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}
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GrDirectContext* GrContextFactory::get(ContextType type, ContextOverrides overrides) {
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return this->getContextInfo(type, overrides).directContext();
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}
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ContextInfo GrContextFactory::getContextInfoInternal(ContextType type, ContextOverrides overrides,
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GrDirectContext* shareContext,
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uint32_t shareIndex) {
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// (shareIndex != 0) -> (shareContext != nullptr)
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SkASSERT((shareIndex == 0) || (shareContext != nullptr));
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for (int i = 0; i < fContexts.count(); ++i) {
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Context& context = fContexts[i];
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if (context.fType == type &&
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context.fOverrides == overrides &&
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context.fShareContext == shareContext &&
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context.fShareIndex == shareIndex &&
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!context.fAbandoned) {
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context.fTestContext->makeCurrent();
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return ContextInfo(context.fType, context.fTestContext, context.fGrContext,
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context.fOptions);
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}
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}
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// If we're trying to create a context in a share group, find the primary context
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Context* primaryContext = nullptr;
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if (shareContext) {
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for (int i = 0; i < fContexts.count(); ++i) {
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if (!fContexts[i].fAbandoned && fContexts[i].fGrContext == shareContext) {
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primaryContext = &fContexts[i];
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break;
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}
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}
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SkASSERT(primaryContext && primaryContext->fType == type);
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}
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std::unique_ptr<TestContext> testCtx;
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GrBackendApi backend = ContextTypeBackend(type);
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switch (backend) {
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#ifdef SK_GL
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case GrBackendApi::kOpenGL: {
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GLTestContext* glShareContext = primaryContext
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? static_cast<GLTestContext*>(primaryContext->fTestContext) : nullptr;
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GLTestContext* glCtx;
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switch (type) {
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case kGL_ContextType:
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glCtx = CreatePlatformGLTestContext(kGL_GrGLStandard, glShareContext);
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break;
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case kGLES_ContextType:
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glCtx = CreatePlatformGLTestContext(kGLES_GrGLStandard, glShareContext);
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break;
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#if SK_ANGLE
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case kANGLE_D3D9_ES2_ContextType:
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glCtx = MakeANGLETestContext(ANGLEBackend::kD3D9, ANGLEContextVersion::kES2,
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glShareContext).release();
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// Chrome will only run on D3D9 with NVIDIA for 2012 and earlier drivers.
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// (<= 269.73). We get shader link failures when testing on recent drivers
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// using this backend.
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if (glCtx) {
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GrGLDriverInfo info = GrGLGetDriverInfo(glCtx->gl());
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if (info.fANGLEVendor == GrGLVendor::kNVIDIA) {
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delete glCtx;
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return ContextInfo();
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}
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}
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break;
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case kANGLE_D3D11_ES2_ContextType:
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glCtx = MakeANGLETestContext(ANGLEBackend::kD3D11, ANGLEContextVersion::kES2,
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glShareContext).release();
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break;
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case kANGLE_D3D11_ES3_ContextType:
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glCtx = MakeANGLETestContext(ANGLEBackend::kD3D11, ANGLEContextVersion::kES3,
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glShareContext).release();
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break;
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case kANGLE_GL_ES2_ContextType:
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glCtx = MakeANGLETestContext(ANGLEBackend::kOpenGL, ANGLEContextVersion::kES2,
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glShareContext).release();
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break;
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case kANGLE_GL_ES3_ContextType:
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glCtx = MakeANGLETestContext(ANGLEBackend::kOpenGL, ANGLEContextVersion::kES3,
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glShareContext).release();
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break;
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#endif
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#ifndef SK_NO_COMMAND_BUFFER
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case kCommandBuffer_ES2_ContextType:
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glCtx = CommandBufferGLTestContext::Create(2, glShareContext);
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break;
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case kCommandBuffer_ES3_ContextType:
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glCtx = CommandBufferGLTestContext::Create(3, glShareContext);
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break;
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#endif
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default:
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return ContextInfo();
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}
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if (!glCtx) {
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return ContextInfo();
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}
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if (glCtx->gl()->fStandard == kGLES_GrGLStandard &&
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(overrides & ContextOverrides::kFakeGLESVersionAs2)) {
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glCtx->overrideVersion("OpenGL ES 2.0", "OpenGL ES GLSL ES 1.00");
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}
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testCtx.reset(glCtx);
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break;
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}
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#endif // SK_GL
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#ifdef SK_VULKAN
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case GrBackendApi::kVulkan: {
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VkTestContext* vkSharedContext = primaryContext
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? static_cast<VkTestContext*>(primaryContext->fTestContext) : nullptr;
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SkASSERT(kVulkan_ContextType == type);
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testCtx.reset(CreatePlatformVkTestContext(vkSharedContext));
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if (!testCtx) {
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return ContextInfo();
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}
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// We previously had an issue where the VkDevice destruction would occasionally hang
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// on systems with NVIDIA GPUs and having an existing GL context fixed it. Now (March
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// 2020) we still need the GL context to keep Vulkan/TSAN bots from running incredibly
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// slow. Perhaps this prevents repeated driver loading/unloading? Note that keeping
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// a persistent VkTestContext around instead was tried and did not work.
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if (!fSentinelGLContext) {
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fSentinelGLContext.reset(CreatePlatformGLTestContext(kGL_GrGLStandard));
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if (!fSentinelGLContext) {
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fSentinelGLContext.reset(CreatePlatformGLTestContext(kGLES_GrGLStandard));
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}
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}
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break;
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}
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#endif
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#ifdef SK_METAL
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case GrBackendApi::kMetal: {
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MtlTestContext* mtlSharedContext = primaryContext
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? static_cast<MtlTestContext*>(primaryContext->fTestContext) : nullptr;
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SkASSERT(kMetal_ContextType == type);
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testCtx.reset(CreatePlatformMtlTestContext(mtlSharedContext));
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if (!testCtx) {
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return ContextInfo();
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}
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break;
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}
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#endif
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#ifdef SK_DIRECT3D
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case GrBackendApi::kDirect3D: {
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D3DTestContext* d3dSharedContext = primaryContext
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? static_cast<D3DTestContext*>(primaryContext->fTestContext) : nullptr;
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SkASSERT(kDirect3D_ContextType == type);
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testCtx.reset(CreatePlatformD3DTestContext(d3dSharedContext));
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if (!testCtx) {
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return ContextInfo();
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}
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break;
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}
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#endif
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#ifdef SK_DAWN
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case GrBackendApi::kDawn: {
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DawnTestContext* dawnSharedContext = primaryContext
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? static_cast<DawnTestContext*>(primaryContext->fTestContext) : nullptr;
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testCtx.reset(CreatePlatformDawnTestContext(dawnSharedContext));
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if (!testCtx) {
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return ContextInfo();
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}
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break;
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}
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#endif
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case GrBackendApi::kMock: {
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TestContext* sharedContext = primaryContext ? primaryContext->fTestContext : nullptr;
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SkASSERT(kMock_ContextType == type);
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testCtx.reset(CreateMockTestContext(sharedContext));
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if (!testCtx) {
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return ContextInfo();
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}
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break;
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}
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default:
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return ContextInfo();
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}
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SkASSERT(testCtx && testCtx->backend() == backend);
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GrContextOptions grOptions = fGlobalOptions;
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if (ContextOverrides::kAvoidStencilBuffers & overrides) {
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grOptions.fAvoidStencilBuffers = true;
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}
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if (ContextOverrides::kReducedShaders & overrides) {
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grOptions.fReducedShaderVariations = true;
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}
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sk_sp<GrDirectContext> grCtx;
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{
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auto restore = testCtx->makeCurrentAndAutoRestore();
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grCtx = testCtx->makeContext(grOptions);
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}
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if (!grCtx) {
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return ContextInfo();
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}
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if (shareContext) {
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SkASSERT(grCtx->directContextID() != shareContext->directContextID());
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}
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// We must always add new contexts by pushing to the back so that when we delete them we delete
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// them in reverse order in which they were made.
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Context& context = fContexts.push_back();
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context.fBackend = backend;
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context.fTestContext = testCtx.release();
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context.fGrContext = SkRef(grCtx.get());
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context.fType = type;
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context.fOverrides = overrides;
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context.fAbandoned = false;
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context.fShareContext = shareContext;
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context.fShareIndex = shareIndex;
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context.fOptions = grOptions;
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context.fTestContext->makeCurrent();
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return ContextInfo(context.fType, context.fTestContext, context.fGrContext, context.fOptions);
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}
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ContextInfo GrContextFactory::getContextInfo(ContextType type, ContextOverrides overrides) {
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return this->getContextInfoInternal(type, overrides, nullptr, 0);
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}
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ContextInfo GrContextFactory::getSharedContextInfo(GrDirectContext* shareContext,
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uint32_t shareIndex) {
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SkASSERT(shareContext);
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for (int i = 0; i < fContexts.count(); ++i) {
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if (!fContexts[i].fAbandoned && fContexts[i].fGrContext == shareContext) {
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return this->getContextInfoInternal(fContexts[i].fType, fContexts[i].fOverrides,
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shareContext, shareIndex);
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}
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}
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return ContextInfo();
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}
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} // namespace sk_gpu_test
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