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>
257 lines
11 KiB
C++
257 lines
11 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 "tests/Test.h"
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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/GrTexture.h"
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#include "include/gpu/vk/GrVkTypes.h"
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#include "include/private/GrTextureProxy.h"
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#include "src/gpu/GrContextPriv.h"
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#include "src/gpu/vk/GrVkGpu.h"
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#include "src/gpu/vk/GrVkImageLayout.h"
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#include "src/gpu/vk/GrVkTexture.h"
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#include "src/image/SkImage_Base.h"
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DEF_GPUTEST_FOR_VULKAN_CONTEXT(VkImageLayoutTest, 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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GrBackendTexture backendTex = gpu->createTestingOnlyBackendTexture(nullptr, 1, 1,
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GrColorType::kRGBA_8888,
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false,
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GrMipMapped::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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// Verify that setting that layout 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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backendTexCopy.setVkImageLayout(VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
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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, backendTexCopy.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout);
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// Setting back the layout since we didn't actually change it
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backendTex.setVkImageLayout(initLayout);
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sk_sp<SkImage> wrappedImage = SkImage::MakeFromTexture(context, 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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REPORTER_ASSERT(reporter, wrappedImage.get());
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sk_sp<GrTextureProxy> texProxy = as_IB(wrappedImage)->asTextureProxyRef(context);
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REPORTER_ASSERT(reporter, texProxy.get());
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REPORTER_ASSERT(reporter, texProxy->isInstantiated());
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GrTexture* texture = texProxy->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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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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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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// Verify that modifying the layout via the GrBackendTexutre is reflected in the GrVkTexture
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backendTexImage.setVkImageLayout(VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL == vkTexture->currentLayout());
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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, backendTexCopy.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
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REPORTER_ASSERT(reporter, backendTexImage.getVkImageInfo(&info));
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REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
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// Check that we can do things like assigning the backend texture to invalid one, assign an
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// invalid one, assin a backend texture to inself etc. Success here is that we don't hit any of
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// our ref counting asserts.
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REPORTER_ASSERT(reporter, GrBackendTexture::TestingOnly_Equals(backendTex, backendTexCopy));
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GrBackendTexture invalidTexture;
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REPORTER_ASSERT(reporter, !invalidTexture.isValid());
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REPORTER_ASSERT(reporter, !GrBackendTexture::TestingOnly_Equals(invalidTexture, backendTexCopy));
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backendTexCopy = invalidTexture;
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REPORTER_ASSERT(reporter, !backendTexCopy.isValid());
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REPORTER_ASSERT(reporter, !GrBackendTexture::TestingOnly_Equals(invalidTexture, backendTexCopy));
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invalidTexture = backendTex;
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REPORTER_ASSERT(reporter, invalidTexture.isValid());
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REPORTER_ASSERT(reporter, GrBackendTexture::TestingOnly_Equals(invalidTexture, backendTex));
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invalidTexture = static_cast<decltype(invalidTexture)&>(invalidTexture);
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REPORTER_ASSERT(reporter, invalidTexture.isValid());
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REPORTER_ASSERT(reporter, GrBackendTexture::TestingOnly_Equals(invalidTexture, invalidTexture));
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gpu->deleteTestingOnlyBackendTexture(backendTex);
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}
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static void testing_release_proc(void* ctx) {
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int* count = (int*)ctx;
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*count += 1;
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}
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// Test to make sure we don't call our release proc on an image until we've transferred it back to
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// its original queue family.
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DEF_GPUTEST_FOR_VULKAN_CONTEXT(VkReleaseExternalQueueTest, 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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if (!gpu->vkCaps().supportsExternalMemory()) {
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return;
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}
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for (bool useExternal : {false, true}) {
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GrBackendTexture backendTex = gpu->createTestingOnlyBackendTexture(nullptr, 1, 1,
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GrColorType::kRGBA_8888,
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false,
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GrMipMapped::kNo);
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sk_sp<SkImage> image;
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int count = 0;
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if (useExternal) {
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// Make a backend texture with an external queue family;
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GrVkImageInfo vkInfo;
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if (!backendTex.getVkImageInfo(&vkInfo)) {
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return;
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}
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vkInfo.fCurrentQueueFamily = VK_QUEUE_FAMILY_EXTERNAL;
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GrBackendTexture vkExtTex(1, 1, vkInfo);
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REPORTER_ASSERT(reporter, vkExtTex.isValid());
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image = SkImage::MakeFromTexture(context, vkExtTex,
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kTopLeft_GrSurfaceOrigin,
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kRGBA_8888_SkColorType,
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kPremul_SkAlphaType,
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nullptr, testing_release_proc,
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(void*)&count);
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} else {
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image = SkImage::MakeFromTexture(context, backendTex,
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kTopLeft_GrSurfaceOrigin,
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kRGBA_8888_SkColorType,
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kPremul_SkAlphaType,
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nullptr, testing_release_proc,
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(void*)&count);
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}
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if (!image) {
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continue;
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}
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REPORTER_ASSERT(reporter, !count);
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GrTexture* texture = image->getTexture();
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REPORTER_ASSERT(reporter, texture);
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GrVkTexture* vkTex = static_cast<GrVkTexture*>(texture);
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if (useExternal) {
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// Testing helper so we claim that we don't need to transition from our fake external
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// queue first.
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vkTex->setCurrentQueueFamilyToGraphicsQueue(gpu);
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}
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image.reset();
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// Resetting the image should only trigger the release proc if we are not using an external
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// queue. When using an external queue when we free the SkImage and the underlying
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// GrTexture, we submit a queue transition on the command buffer.
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if (useExternal) {
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REPORTER_ASSERT(reporter, !count);
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} else {
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REPORTER_ASSERT(reporter, count == 1);
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}
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gpu->testingOnly_flushGpuAndSync();
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// Now that we flushed and waited the release proc should have be triggered.
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REPORTER_ASSERT(reporter, count == 1);
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gpu->deleteTestingOnlyBackendTexture(backendTex);
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}
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}
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// Test to make sure we transition from the EXTERNAL queue even when no layout transition is needed.
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DEF_GPUTEST_FOR_VULKAN_CONTEXT(VkTransitionExternalQueueTest, 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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if (!gpu->vkCaps().supportsExternalMemory()) {
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return;
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}
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GrBackendTexture backendTex = gpu->createTestingOnlyBackendTexture(
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nullptr, 1, 1, GrColorType::kRGBA_8888, false, GrMipMapped::kNo);
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sk_sp<SkImage> image;
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// Make a backend texture with an external queue family and general layout.
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GrVkImageInfo vkInfo;
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if (!backendTex.getVkImageInfo(&vkInfo)) {
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return;
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}
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vkInfo.fCurrentQueueFamily = VK_QUEUE_FAMILY_EXTERNAL;
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// Use a read-only layout as these are the ones where we can otherwise skip a transition.
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vkInfo.fImageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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GrBackendTexture vkExtTex(1, 1, vkInfo);
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REPORTER_ASSERT(reporter, vkExtTex.isValid());
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image = SkImage::MakeFromTexture(context, vkExtTex, kTopLeft_GrSurfaceOrigin,
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kRGBA_8888_SkColorType, kPremul_SkAlphaType, nullptr, nullptr,
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nullptr);
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if (!image) {
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return;
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}
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GrTexture* texture = image->getTexture();
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REPORTER_ASSERT(reporter, texture);
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GrVkTexture* vkTex = static_cast<GrVkTexture*>(texture);
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// Change our backend texture to the internal queue, with the same layout. This should force a
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// queue transition even though the layouts match.
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vkTex->setImageLayout(gpu, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, 0,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, false, false);
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// Get our image info again and make sure we transitioned queues.
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GrBackendTexture newBackendTexture = image->getBackendTexture(true);
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GrVkImageInfo newVkInfo;
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REPORTER_ASSERT(reporter, newBackendTexture.getVkImageInfo(&newVkInfo));
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REPORTER_ASSERT(reporter, newVkInfo.fCurrentQueueFamily == gpu->queueIndex());
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image.reset();
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gpu->testingOnly_flushGpuAndSync();
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gpu->deleteTestingOnlyBackendTexture(backendTex);
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}
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#endif
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