a069304560
Change-Id: I3fccadd8a2860dbee73f93f995738146373f8a39 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/326196 Commit-Queue: Adlai Holler <adlai@google.com> Auto-Submit: Adlai Holler <adlai@google.com> Reviewed-by: Robert Phillips <robertphillips@google.com>
178 lines
8.7 KiB
C++
178 lines
8.7 KiB
C++
/*
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* Copyright 2020 Google LLC
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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/core/SkImage.h"
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#include "include/gpu/GrBackendSurface.h"
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#include "include/gpu/GrDirectContext.h"
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#include "include/gpu/vk/GrVkTypes.h"
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#include "src/gpu/GrDirectContextPriv.h"
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#include "src/gpu/GrTexture.h"
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#include "src/gpu/GrTextureProxy.h"
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#include "src/image/SkImage_Base.h"
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#include "tests/Test.h"
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#ifdef SK_VULKAN
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#include "src/gpu/vk/GrVkGpu.h"
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#include "src/gpu/vk/GrVkTexture.h"
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DEF_GPUTEST_FOR_VULKAN_CONTEXT(VkBackendSurfaceMutableStateTest, reporter, ctxInfo) {
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auto dContext = ctxInfo.directContext();
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GrBackendFormat format = GrBackendFormat::MakeVk(VK_FORMAT_R8G8B8A8_UNORM);
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GrBackendTexture backendTex = dContext->createBackendTexture(
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32, 32, format, GrMipmapped::kNo, GrRenderable::kNo, GrProtected::kNo);
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REPORTER_ASSERT(reporter, backendTex.isValid());
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GrVkImageInfo info;
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REPORTER_ASSERT(reporter, backendTex.getVkImageInfo(&info));
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VkImageLayout initLayout = info.fImageLayout;
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uint32_t initQueue = info.fCurrentQueueFamily;
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GrBackendSurfaceMutableState initState(initLayout, initQueue);
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// Verify that setting that state via a copy of a backendTexture is reflected in all the
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// backendTextures.
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GrBackendTexture backendTexCopy = backendTex;
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REPORTER_ASSERT(reporter, backendTexCopy.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
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REPORTER_ASSERT(reporter, initQueue == info.fCurrentQueueFamily);
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GrBackendSurfaceMutableState newState(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_QUEUE_FAMILY_IGNORED);
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backendTexCopy.setMutableState(newState);
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REPORTER_ASSERT(reporter, backendTex.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout);
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REPORTER_ASSERT(reporter, VK_QUEUE_FAMILY_IGNORED == info.fCurrentQueueFamily);
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REPORTER_ASSERT(reporter, backendTexCopy.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout);
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REPORTER_ASSERT(reporter, VK_QUEUE_FAMILY_IGNORED == info.fCurrentQueueFamily);
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// Setting back to the init state since we didn't actually change it
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backendTex.setMutableState(initState);
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sk_sp<SkImage> wrappedImage = SkImage::MakeFromTexture(dContext, backendTex,
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kTopLeft_GrSurfaceOrigin,
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kRGBA_8888_SkColorType,
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kPremul_SkAlphaType, nullptr);
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const GrSurfaceProxyView* view = as_IB(wrappedImage)->view(dContext);
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REPORTER_ASSERT(reporter, view);
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REPORTER_ASSERT(reporter, view->proxy()->isInstantiated());
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GrTexture* texture = view->proxy()->peekTexture();
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REPORTER_ASSERT(reporter, texture);
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// Verify that modifying the layout via the GrVkTexture is reflected in the GrBackendTexture
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GrVkTexture* vkTexture = static_cast<GrVkTexture*>(texture);
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REPORTER_ASSERT(reporter, initLayout == vkTexture->currentLayout());
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REPORTER_ASSERT(reporter, initQueue == vkTexture->currentQueueFamilyIndex());
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vkTexture->updateImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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REPORTER_ASSERT(reporter, backendTex.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL == info.fImageLayout);
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REPORTER_ASSERT(reporter, initQueue == info.fCurrentQueueFamily);
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GrBackendTexture backendTexImage = wrappedImage->getBackendTexture(false);
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REPORTER_ASSERT(reporter, backendTexImage.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL == info.fImageLayout);
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REPORTER_ASSERT(reporter, initQueue == info.fCurrentQueueFamily);
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// Verify that modifying the layout via the GrBackendTexutre is reflected in the GrVkTexture
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backendTexImage.setMutableState(newState);
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REPORTER_ASSERT(reporter,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == vkTexture->currentLayout());
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REPORTER_ASSERT(reporter, VK_QUEUE_FAMILY_IGNORED == info.fCurrentQueueFamily);
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vkTexture->setQueueFamilyIndex(initQueue);
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vkTexture->updateImageLayout(initLayout);
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REPORTER_ASSERT(reporter, backendTex.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
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REPORTER_ASSERT(reporter, initQueue == info.fCurrentQueueFamily);
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REPORTER_ASSERT(reporter, backendTexCopy.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
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REPORTER_ASSERT(reporter, initQueue == info.fCurrentQueueFamily);
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REPORTER_ASSERT(reporter, backendTexImage.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
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REPORTER_ASSERT(reporter, initQueue == info.fCurrentQueueFamily);
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// Test using the setBackendTextureStateAPI. Unlike the previous test this will actually add
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// real transitions to the image so we need to be careful about doing actual valid transitions.
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GrVkGpu* gpu = static_cast<GrVkGpu*>(dContext->priv().getGpu());
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GrBackendSurfaceMutableState previousState;
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dContext->setBackendTextureState(backendTex, newState, &previousState);
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REPORTER_ASSERT(reporter, backendTex.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout);
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REPORTER_ASSERT(reporter, gpu->queueIndex() == info.fCurrentQueueFamily);
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REPORTER_ASSERT(reporter, previousState.isValid());
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REPORTER_ASSERT(reporter, previousState.backend() == GrBackendApi::kVulkan);
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REPORTER_ASSERT(reporter, previousState.getVkImageLayout() == initLayout);
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REPORTER_ASSERT(reporter, previousState.getQueueFamilyIndex() == initQueue);
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// Make sure passing in VK_IMAGE_LAYOUT_UNDEFINED does not change the layout
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GrBackendSurfaceMutableState noopState(VK_IMAGE_LAYOUT_UNDEFINED, VK_QUEUE_FAMILY_IGNORED);
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dContext->setBackendTextureState(backendTex, noopState, &previousState);
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REPORTER_ASSERT(reporter, backendTex.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout);
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REPORTER_ASSERT(reporter, gpu->queueIndex() == info.fCurrentQueueFamily);
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REPORTER_ASSERT(reporter, previousState.isValid());
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REPORTER_ASSERT(reporter, previousState.backend() == GrBackendApi::kVulkan);
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REPORTER_ASSERT(reporter,
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previousState.getVkImageLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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REPORTER_ASSERT(reporter, previousState.getQueueFamilyIndex() == gpu->queueIndex());
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// To test queue transitions, we don't have any other valid queue available so instead we try
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// to transition to external queue.
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if (gpu->vkCaps().supportsExternalMemory()) {
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GrBackendSurfaceMutableState externalState(VK_IMAGE_LAYOUT_GENERAL,
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VK_QUEUE_FAMILY_EXTERNAL);
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dContext->setBackendTextureState(backendTex, externalState, &previousState);
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REPORTER_ASSERT(reporter, backendTex.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_GENERAL == info.fImageLayout);
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REPORTER_ASSERT(reporter, VK_QUEUE_FAMILY_EXTERNAL == info.fCurrentQueueFamily);
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REPORTER_ASSERT(reporter, previousState.isValid());
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REPORTER_ASSERT(reporter, previousState.backend() == GrBackendApi::kVulkan);
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REPORTER_ASSERT(reporter,
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previousState.getVkImageLayout() == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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REPORTER_ASSERT(reporter, previousState.getQueueFamilyIndex() == gpu->queueIndex());
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dContext->submit();
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// Go back to the initial queue. Also we should stay in VK_IMAGE_LAYOUT_GENERAL since we
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// are passing in VK_IMAGE_LAYOUT_UNDEFINED
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GrBackendSurfaceMutableState externalState2(VK_IMAGE_LAYOUT_UNDEFINED, initQueue);
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dContext->setBackendTextureState(backendTex, externalState2, &previousState);
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REPORTER_ASSERT(reporter, backendTex.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_GENERAL == info.fImageLayout);
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REPORTER_ASSERT(reporter, gpu->queueIndex() == info.fCurrentQueueFamily);
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REPORTER_ASSERT(reporter, previousState.isValid());
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REPORTER_ASSERT(reporter, previousState.backend() == GrBackendApi::kVulkan);
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REPORTER_ASSERT(reporter, previousState.getVkImageLayout() == VK_IMAGE_LAYOUT_GENERAL);
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REPORTER_ASSERT(reporter, previousState.getQueueFamilyIndex() == VK_QUEUE_FAMILY_EXTERNAL);
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}
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// We must submit this work before we try to delete the backend texture.
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dContext->submit(true);
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dContext->deleteBackendTexture(backendTex);
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}
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#endif
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