skia2/tests/VkBackendSurfaceTest.cpp
Brian Salomon 725f158bcc Remove GrGpu::testingOnly_flushGpuAndSync
Submitting without additional flushing and syncing GPU/CPU is achievable
with public APIs. Moreover, this testing-only method bypasses code and
can lead to bugs.

Change-Id: I03bd0fa65e5ba88ba6181521947243ba84ab9696
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/369876
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
2021-02-12 19:33:59 +00:00

188 lines
7.8 KiB
C++

/*
* 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"
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<SkImage> 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 = as_IB(wrappedImage)->peekProxy();
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<GrVkTexture*>(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<decltype(invalidTexture)&>(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<GrVkGpu*>(gpu);
if (!vkGpu->vkCaps().supportsExternalMemory()) {
return;
}
GrBackendTexture backendTex = dContext->createBackendTexture(
1, 1, kRGBA_8888_SkColorType,
SkColors::kTransparent, GrMipmapped::kNo, GrRenderable::kNo);
sk_sp<SkImage> 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<GrVkTexture*>(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