7f9c29a887
This reverts commit bfd97c5935
.
Reason for revert: Windows bots crashing.
Original change's description:
> Remove sentinal GLContext used in early days of Vulkan in our tools
>
> I've ran this through multiple variations of dm and nanobench on Linux
> and no longer see any crash/hangs. I forget what the original repo case
> for the bug was, but I'm at least not seeing it now with updated drivers.
>
> BUG=skia:
>
> Change-Id: I6b7129a4c4d67938baa35d2e2c720cb078fc4c18
> Reviewed-on: https://skia-review.googlesource.com/7441
> Reviewed-by: Brian Salomon <bsalomon@google.com>
> Commit-Queue: Greg Daniel <egdaniel@google.com>
>
TBR=egdaniel@google.com,bsalomon@google.com
NOPRESUBMIT=true
NOTREECHECKS=true
NOTRY=true
BUG=skia:
Change-Id: I94a16b2b13d09182232061b0aebd0d58df96db8a
Reviewed-on: https://skia-review.googlesource.com/7453
Commit-Queue: Brian Salomon <bsalomon@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
247 lines
9.0 KiB
C++
247 lines
9.0 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 "GrContextFactory.h"
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#include "gl/GLTestContext.h"
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#if SK_ANGLE
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#include "gl/angle/GLTestContext_angle.h"
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#endif
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#include "gl/command_buffer/GLTestContext_command_buffer.h"
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#include "gl/debug/DebugGLTestContext.h"
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#if SK_MESA
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#include "gl/mesa/GLTestContext_mesa.h"
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#endif
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#ifdef SK_VULKAN
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#include "vk/VkTestContext.h"
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#endif
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#include "gl/null/NullGLTestContext.h"
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#include "gl/GrGLGpu.h"
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#include "GrCaps.h"
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#if defined(SK_BUILD_FOR_WIN32) && 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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// In this factory, instanced rendering is specified with ContextOptions::kUseInstanced.
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SkASSERT(!fGlobalOptions.fEnableInstancedRendering);
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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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for (Context& context : fContexts) {
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if (context.fTestContext) {
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context.fTestContext->makeCurrent();
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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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for (Context& context : fContexts) {
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if (!context.fAbandoned) {
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if (context.fTestContext) {
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context.fTestContext->makeCurrent();
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context.fTestContext->testAbandon();
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delete(context.fTestContext);
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context.fTestContext = nullptr;
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}
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context.fGrContext->abandonContext();
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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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for (Context& context : fContexts) {
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if (!context.fAbandoned) {
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if (context.fTestContext) {
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context.fTestContext->makeCurrent();
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}
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context.fGrContext->releaseResourcesAndAbandonContext();
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context.fAbandoned = true;
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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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}
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}
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}
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#if defined(SK_BUILD_FOR_UNIX) || defined(SK_BUILD_FOR_WIN) || defined(SK_BUILD_FOR_MAC)
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const GrContextFactory::ContextType GrContextFactory::kNativeGL_ContextType =
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GrContextFactory::kGL_ContextType;
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#else
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const GrContextFactory::ContextType GrContextFactory::kNativeGL_ContextType =
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GrContextFactory::kGLES_ContextType;
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#endif
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ContextInfo GrContextFactory::getContextInfo(ContextType type, ContextOptions options) {
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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.fOptions == options &&
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!context.fAbandoned) {
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context.fTestContext->makeCurrent();
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return ContextInfo(context.fBackend, context.fTestContext, context.fGrContext);
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}
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}
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std::unique_ptr<TestContext> testCtx;
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sk_sp<GrContext> grCtx;
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GrBackendContext backendContext = 0;
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sk_sp<const GrGLInterface> glInterface;
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GrBackend backend = ContextTypeBackend(type);
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switch (backend) {
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case kOpenGL_GrBackend: {
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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);
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break;
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case kGLES_ContextType:
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glCtx = CreatePlatformGLTestContext(kGLES_GrGLStandard);
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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).release();
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break;
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case kANGLE_D3D11_ES2_ContextType:
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glCtx = MakeANGLETestContext(ANGLEBackend::kD3D11, ANGLEContextVersion::kES2).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).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).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).release();
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break;
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#endif
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case kCommandBuffer_ContextType:
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glCtx = CommandBufferGLTestContext::Create();
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break;
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#if SK_MESA
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case kMESA_ContextType:
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glCtx = CreateMesaGLTestContext();
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break;
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#endif
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case kNullGL_ContextType:
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glCtx = CreateNullGLTestContext(ContextOptions::kEnableNVPR & options);
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break;
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case kDebugGL_ContextType:
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glCtx = CreateDebugGLTestContext();
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break;
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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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testCtx.reset(glCtx);
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glInterface.reset(SkRef(glCtx->gl()));
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// Block NVPR from non-NVPR types. We don't block NVPR from contexts that will use
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// instanced rendering because that would prevent us from testing mixed samples.
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if (!((ContextOptions::kEnableNVPR | ContextOptions::kUseInstanced) & options)) {
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glInterface.reset(GrGLInterfaceRemoveNVPR(glInterface.get()));
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if (!glInterface) {
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return ContextInfo();
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}
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}
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backendContext = reinterpret_cast<GrBackendContext>(glInterface.get());
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break;
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}
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#ifdef SK_VULKAN
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case kVulkan_GrBackend:
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SkASSERT(kVulkan_ContextType == type);
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if (ContextOptions::kEnableNVPR & options) {
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return ContextInfo();
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}
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testCtx.reset(CreatePlatformVkTestContext());
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if (!testCtx) {
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return ContextInfo();
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}
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// There is some bug (either in Skia or the NV Vulkan driver) where VkDevice
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// destruction will hang occaisonally. For some reason having an existing GL
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// context fixes this.
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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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backendContext = testCtx->backendContext();
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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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testCtx->makeCurrent();
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SkASSERT(testCtx && testCtx->backend() == backend);
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GrContextOptions grOptions = fGlobalOptions;
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if (ContextOptions::kUseInstanced & options) {
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grOptions.fEnableInstancedRendering = true;
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}
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grOptions.fRequireDecodeDisableForSRGB =
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SkToBool(ContextOptions::kRequireSRGBDecodeDisableSupport & options);
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grCtx.reset(GrContext::Create(backend, backendContext, grOptions));
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if (!grCtx.get()) {
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return ContextInfo();
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}
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if (ContextOptions::kEnableNVPR & options) {
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if (!grCtx->caps()->shaderCaps()->pathRenderingSupport()) {
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return ContextInfo();
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}
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}
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if (ContextOptions::kUseInstanced & options) {
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if (GrCaps::InstancedSupport::kNone == grCtx->caps()->instancedSupport()) {
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return ContextInfo();
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}
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}
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if (ContextOptions::kRequireSRGBSupport & options) {
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if (!grCtx->caps()->srgbSupport()) {
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return ContextInfo();
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}
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}
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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.fOptions = options;
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context.fAbandoned = false;
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return ContextInfo(context.fBackend, context.fTestContext, context.fGrContext);
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}
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} // namespace sk_gpu_test
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