skia2/tools/gpu/GrContextFactory.cpp
Brian Salomon 7f9c29a887 Revert "Remove sentinal GLContext used in early days of Vulkan in our tools"
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>
2017-01-24 22:22:17 +00:00

247 lines
9.0 KiB
C++

/*
* Copyright 2014 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "GrContextFactory.h"
#include "gl/GLTestContext.h"
#if SK_ANGLE
#include "gl/angle/GLTestContext_angle.h"
#endif
#include "gl/command_buffer/GLTestContext_command_buffer.h"
#include "gl/debug/DebugGLTestContext.h"
#if SK_MESA
#include "gl/mesa/GLTestContext_mesa.h"
#endif
#ifdef SK_VULKAN
#include "vk/VkTestContext.h"
#endif
#include "gl/null/NullGLTestContext.h"
#include "gl/GrGLGpu.h"
#include "GrCaps.h"
#if defined(SK_BUILD_FOR_WIN32) && defined(SK_ENABLE_DISCRETE_GPU)
extern "C" {
// NVIDIA documents that the presence and value of this symbol programmatically enable the high
// performance GPU in laptops with switchable graphics.
// https://docs.nvidia.com/gameworks/content/technologies/desktop/optimus.htm
// From testing, including this symbol, even if it is set to 0, we still get the NVIDIA GPU.
_declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
// AMD has a similar mechanism, although I don't have an AMD laptop, so this is untested.
// https://community.amd.com/thread/169965
__declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
}
#endif
namespace sk_gpu_test {
GrContextFactory::GrContextFactory() { }
GrContextFactory::GrContextFactory(const GrContextOptions& opts)
: fGlobalOptions(opts) {
// In this factory, instanced rendering is specified with ContextOptions::kUseInstanced.
SkASSERT(!fGlobalOptions.fEnableInstancedRendering);
}
GrContextFactory::~GrContextFactory() {
this->destroyContexts();
}
void GrContextFactory::destroyContexts() {
for (Context& context : fContexts) {
if (context.fTestContext) {
context.fTestContext->makeCurrent();
}
if (!context.fGrContext->unique()) {
context.fGrContext->releaseResourcesAndAbandonContext();
context.fAbandoned = true;
}
context.fGrContext->unref();
delete context.fTestContext;
}
fContexts.reset();
}
void GrContextFactory::abandonContexts() {
for (Context& context : fContexts) {
if (!context.fAbandoned) {
if (context.fTestContext) {
context.fTestContext->makeCurrent();
context.fTestContext->testAbandon();
delete(context.fTestContext);
context.fTestContext = nullptr;
}
context.fGrContext->abandonContext();
context.fAbandoned = true;
}
}
}
void GrContextFactory::releaseResourcesAndAbandonContexts() {
for (Context& context : fContexts) {
if (!context.fAbandoned) {
if (context.fTestContext) {
context.fTestContext->makeCurrent();
}
context.fGrContext->releaseResourcesAndAbandonContext();
context.fAbandoned = true;
if (context.fTestContext) {
delete context.fTestContext;
context.fTestContext = nullptr;
}
}
}
}
#if defined(SK_BUILD_FOR_UNIX) || defined(SK_BUILD_FOR_WIN) || defined(SK_BUILD_FOR_MAC)
const GrContextFactory::ContextType GrContextFactory::kNativeGL_ContextType =
GrContextFactory::kGL_ContextType;
#else
const GrContextFactory::ContextType GrContextFactory::kNativeGL_ContextType =
GrContextFactory::kGLES_ContextType;
#endif
ContextInfo GrContextFactory::getContextInfo(ContextType type, ContextOptions options) {
for (int i = 0; i < fContexts.count(); ++i) {
Context& context = fContexts[i];
if (context.fType == type &&
context.fOptions == options &&
!context.fAbandoned) {
context.fTestContext->makeCurrent();
return ContextInfo(context.fBackend, context.fTestContext, context.fGrContext);
}
}
std::unique_ptr<TestContext> testCtx;
sk_sp<GrContext> grCtx;
GrBackendContext backendContext = 0;
sk_sp<const GrGLInterface> glInterface;
GrBackend backend = ContextTypeBackend(type);
switch (backend) {
case kOpenGL_GrBackend: {
GLTestContext* glCtx;
switch (type) {
case kGL_ContextType:
glCtx = CreatePlatformGLTestContext(kGL_GrGLStandard);
break;
case kGLES_ContextType:
glCtx = CreatePlatformGLTestContext(kGLES_GrGLStandard);
break;
#if SK_ANGLE
case kANGLE_D3D9_ES2_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kD3D9, ANGLEContextVersion::kES2).release();
break;
case kANGLE_D3D11_ES2_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kD3D11, ANGLEContextVersion::kES2).release();
break;
case kANGLE_D3D11_ES3_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kD3D11, ANGLEContextVersion::kES3).release();
break;
case kANGLE_GL_ES2_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kOpenGL, ANGLEContextVersion::kES2).release();
break;
case kANGLE_GL_ES3_ContextType:
glCtx = MakeANGLETestContext(ANGLEBackend::kOpenGL, ANGLEContextVersion::kES3).release();
break;
#endif
case kCommandBuffer_ContextType:
glCtx = CommandBufferGLTestContext::Create();
break;
#if SK_MESA
case kMESA_ContextType:
glCtx = CreateMesaGLTestContext();
break;
#endif
case kNullGL_ContextType:
glCtx = CreateNullGLTestContext(ContextOptions::kEnableNVPR & options);
break;
case kDebugGL_ContextType:
glCtx = CreateDebugGLTestContext();
break;
default:
return ContextInfo();
}
if (!glCtx) {
return ContextInfo();
}
testCtx.reset(glCtx);
glInterface.reset(SkRef(glCtx->gl()));
// Block NVPR from non-NVPR types. We don't block NVPR from contexts that will use
// instanced rendering because that would prevent us from testing mixed samples.
if (!((ContextOptions::kEnableNVPR | ContextOptions::kUseInstanced) & options)) {
glInterface.reset(GrGLInterfaceRemoveNVPR(glInterface.get()));
if (!glInterface) {
return ContextInfo();
}
}
backendContext = reinterpret_cast<GrBackendContext>(glInterface.get());
break;
}
#ifdef SK_VULKAN
case kVulkan_GrBackend:
SkASSERT(kVulkan_ContextType == type);
if (ContextOptions::kEnableNVPR & options) {
return ContextInfo();
}
testCtx.reset(CreatePlatformVkTestContext());
if (!testCtx) {
return ContextInfo();
}
// There is some bug (either in Skia or the NV Vulkan driver) where VkDevice
// destruction will hang occaisonally. For some reason having an existing GL
// context fixes this.
if (!fSentinelGLContext) {
fSentinelGLContext.reset(CreatePlatformGLTestContext(kGL_GrGLStandard));
if (!fSentinelGLContext) {
fSentinelGLContext.reset(CreatePlatformGLTestContext(kGLES_GrGLStandard));
}
}
backendContext = testCtx->backendContext();
break;
#endif
default:
return ContextInfo();
}
testCtx->makeCurrent();
SkASSERT(testCtx && testCtx->backend() == backend);
GrContextOptions grOptions = fGlobalOptions;
if (ContextOptions::kUseInstanced & options) {
grOptions.fEnableInstancedRendering = true;
}
grOptions.fRequireDecodeDisableForSRGB =
SkToBool(ContextOptions::kRequireSRGBDecodeDisableSupport & options);
grCtx.reset(GrContext::Create(backend, backendContext, grOptions));
if (!grCtx.get()) {
return ContextInfo();
}
if (ContextOptions::kEnableNVPR & options) {
if (!grCtx->caps()->shaderCaps()->pathRenderingSupport()) {
return ContextInfo();
}
}
if (ContextOptions::kUseInstanced & options) {
if (GrCaps::InstancedSupport::kNone == grCtx->caps()->instancedSupport()) {
return ContextInfo();
}
}
if (ContextOptions::kRequireSRGBSupport & options) {
if (!grCtx->caps()->srgbSupport()) {
return ContextInfo();
}
}
Context& context = fContexts.push_back();
context.fBackend = backend;
context.fTestContext = testCtx.release();
context.fGrContext = SkRef(grCtx.get());
context.fType = type;
context.fOptions = options;
context.fAbandoned = false;
return ContextInfo(context.fBackend, context.fTestContext, context.fGrContext);
}
} // namespace sk_gpu_test