c0bd9f9fe5
Current strategy: everything from the top Things to look at first are the manual changes: - added tools/rewrite_includes.py - removed -Idirectives from BUILD.gn - various compile.sh simplifications - tweak tools/embed_resources.py - update gn/find_headers.py to write paths from the top - update gn/gn_to_bp.py SkUserConfig.h layout so that #include "include/config/SkUserConfig.h" always gets the header we want. No-Presubmit: true Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706 Commit-Queue: Mike Klein <mtklein@google.com> Reviewed-by: Hal Canary <halcanary@google.com> Reviewed-by: Brian Osman <brianosman@google.com> Reviewed-by: Florin Malita <fmalita@chromium.org>
191 lines
7.2 KiB
C++
191 lines
7.2 KiB
C++
/*
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* Copyright 2018 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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// This is a GPU-backend specific test. It relies on static intializers to work
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#include "include/core/SkTypes.h"
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#if defined(SK_VULKAN)
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#include "include/gpu/vk/GrVkVulkan.h"
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#include "include/gpu/GrBackendSurface.h"
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#include "include/gpu/GrTexture.h"
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#include "src/gpu/GrContextPriv.h"
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#include "src/gpu/vk/GrVkCopyPipeline.h"
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#include "src/gpu/vk/GrVkGpu.h"
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#include "src/gpu/vk/GrVkRenderTarget.h"
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#include "src/gpu/vk/GrVkUtil.h"
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#include "tests/Test.h"
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#include "tools/gpu/GrContextFactory.h"
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using sk_gpu_test::GrContextFactory;
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class TestVkCopyProgram {
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public:
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TestVkCopyProgram()
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: fVertShaderModule(VK_NULL_HANDLE)
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, fFragShaderModule(VK_NULL_HANDLE)
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, fPipelineLayout(VK_NULL_HANDLE) {}
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void test(GrVkGpu* gpu, skiatest::Reporter* reporter) {
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const char vertShaderText[] =
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout(set = 0, binding = 0) uniform vertexUniformBuffer {"
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"half4 uPosXform;"
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"half4 uTexCoordXform;"
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"};"
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"layout(location = 0) in float2 inPosition;"
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"layout(location = 1) out half2 vTexCoord;"
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"// Copy Program VS\n"
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"void main() {"
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"vTexCoord = half2(inPosition * uTexCoordXform.xy + uTexCoordXform.zw);"
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"sk_Position.xy = inPosition * uPosXform.xy + uPosXform.zw;"
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"sk_Position.zw = half2(0, 1);"
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"}";
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const char fragShaderText[] =
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"#extension GL_ARB_separate_shader_objects : enable\n"
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"#extension GL_ARB_shading_language_420pack : enable\n"
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"layout(set = 1, binding = 0) uniform sampler2D uTextureSampler;"
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"layout(location = 1) in half2 vTexCoord;"
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"// Copy Program FS\n"
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"void main() {"
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"sk_FragColor = texture(uTextureSampler, vTexCoord);"
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"}";
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SkSL::Program::Settings settings;
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SkSL::String spirv;
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SkSL::Program::Inputs inputs;
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if (!GrCompileVkShaderModule(gpu, vertShaderText, VK_SHADER_STAGE_VERTEX_BIT,
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&fVertShaderModule, &fShaderStageInfo[0], settings,
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&spirv, &inputs)) {
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this->destroyResources(gpu);
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REPORTER_ASSERT(reporter, false);
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return;
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}
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SkASSERT(inputs.isEmpty());
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if (!GrCompileVkShaderModule(gpu, fragShaderText, VK_SHADER_STAGE_FRAGMENT_BIT,
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&fFragShaderModule, &fShaderStageInfo[1], settings,
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&spirv, &inputs)) {
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this->destroyResources(gpu);
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REPORTER_ASSERT(reporter, false);
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return;
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}
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VkDescriptorSetLayout dsLayout[2];
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GrVkResourceProvider& resourceProvider = gpu->resourceProvider();
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dsLayout[GrVkUniformHandler::kUniformBufferDescSet] = resourceProvider.getUniformDSLayout();
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uint32_t samplerVisibility = kFragment_GrShaderFlag;
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SkTArray<uint32_t> visibilityArray(&samplerVisibility, 1);
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resourceProvider.getSamplerDescriptorSetHandle(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER,
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visibilityArray, &fSamplerDSHandle);
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dsLayout[GrVkUniformHandler::kSamplerDescSet] =
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resourceProvider.getSamplerDSLayout(fSamplerDSHandle);
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// Create the VkPipelineLayout
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VkPipelineLayoutCreateInfo layoutCreateInfo;
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memset(&layoutCreateInfo, 0, sizeof(VkPipelineLayoutCreateFlags));
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layoutCreateInfo.sType = VK_STRUCTURE_TYPE_PIPELINE_LAYOUT_CREATE_INFO;
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layoutCreateInfo.pNext = 0;
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layoutCreateInfo.flags = 0;
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layoutCreateInfo.setLayoutCount = 2;
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layoutCreateInfo.pSetLayouts = dsLayout;
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layoutCreateInfo.pushConstantRangeCount = 0;
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layoutCreateInfo.pPushConstantRanges = nullptr;
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VkResult err = GR_VK_CALL(gpu->vkInterface(), CreatePipelineLayout(gpu->device(),
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&layoutCreateInfo,
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nullptr,
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&fPipelineLayout));
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if (err) {
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this->destroyResources(gpu);
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REPORTER_ASSERT(reporter, false);
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return;
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}
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GrSurfaceDesc surfDesc;
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surfDesc.fFlags = kRenderTarget_GrSurfaceFlag;
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surfDesc.fWidth = 16;
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surfDesc.fHeight = 16;
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surfDesc.fConfig = kRGBA_8888_GrPixelConfig;
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surfDesc.fSampleCnt = 1;
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sk_sp<GrTexture> tex = gpu->createTexture(surfDesc, SkBudgeted::kNo);
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if (!tex) {
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this->destroyResources(gpu);
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REPORTER_ASSERT(reporter, tex.get());
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return;
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}
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GrRenderTarget* rt = tex->asRenderTarget();
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REPORTER_ASSERT(reporter, rt);
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GrVkRenderTarget* vkRT = static_cast<GrVkRenderTarget*>(rt);
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GrVkCopyPipeline* copyPipeline = GrVkCopyPipeline::Create(gpu,
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fShaderStageInfo,
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fPipelineLayout,
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1,
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*vkRT->simpleRenderPass(),
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VK_NULL_HANDLE);
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REPORTER_ASSERT(reporter, copyPipeline);
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if (copyPipeline) {
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copyPipeline->unref(gpu);
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}
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this->destroyResources(gpu);
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}
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void destroyResources(GrVkGpu* gpu) {
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if (VK_NULL_HANDLE != fVertShaderModule) {
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GR_VK_CALL(gpu->vkInterface(), DestroyShaderModule(gpu->device(), fVertShaderModule,
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nullptr));
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fVertShaderModule = VK_NULL_HANDLE;
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}
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if (VK_NULL_HANDLE != fFragShaderModule) {
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GR_VK_CALL(gpu->vkInterface(), DestroyShaderModule(gpu->device(), fFragShaderModule,
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nullptr));
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fFragShaderModule = VK_NULL_HANDLE;
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}
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if (VK_NULL_HANDLE != fPipelineLayout) {
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GR_VK_CALL(gpu->vkInterface(), DestroyPipelineLayout(gpu->device(), fPipelineLayout,
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nullptr));
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fPipelineLayout = VK_NULL_HANDLE;
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}
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}
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VkShaderModule fVertShaderModule;
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VkShaderModule fFragShaderModule;
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VkPipelineShaderStageCreateInfo fShaderStageInfo[2];
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GrVkDescriptorSetManager::Handle fSamplerDSHandle;
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VkPipelineLayout fPipelineLayout;
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};
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DEF_GPUTEST_FOR_VULKAN_CONTEXT(VkMakeCopyPipelineTest, reporter, ctxInfo) {
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GrContext* context = ctxInfo.grContext();
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GrVkGpu* gpu = static_cast<GrVkGpu*>(context->priv().getGpu());
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TestVkCopyProgram copyProgram;
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copyProgram.test(gpu, reporter);
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}
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#endif
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