skia2/tools/gpu/d3d/D3DTestUtils.cpp
Jim Van Verth 9aa9a683d3 Implement local version of gr_cp and use for GrD3DTextureResourceInfo.
Bug: skia:9935
Change-Id: I4c2d70f69e30f78caca0f49629880565f178f495
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/280609
Commit-Queue: Jim Van Verth <jvanverth@google.com>
Reviewed-by: Greg Daniel <egdaniel@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
2020-04-01 16:06:17 +00:00

87 lines
2.4 KiB
C++

/*
* Copyright 2020 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "tools/gpu/d3d/D3DTestUtils.h"
#ifdef SK_DIRECT3D
#include <d3d12sdklayers.h>
#include "include/gpu/d3d/GrD3DBackendContext.h"
namespace sk_gpu_test {
void get_hardware_adapter(IDXGIFactory4* pFactory, IDXGIAdapter1** ppAdapter) {
*ppAdapter = nullptr;
for (UINT adapterIndex = 0; ; ++adapterIndex) {
IDXGIAdapter1* pAdapter = nullptr;
if (DXGI_ERROR_NOT_FOUND == pFactory->EnumAdapters1(adapterIndex, &pAdapter)) {
// No more adapters to enumerate.
break;
}
// Check to see if the adapter supports Direct3D 12, but don't create the
// actual device yet.
if (SUCCEEDED(D3D12CreateDevice(pAdapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device),
nullptr))) {
*ppAdapter = pAdapter;
return;
}
pAdapter->Release();
}
}
bool CreateD3DBackendContext(GrD3DBackendContext* ctx,
bool isProtected) {
#if defined(SK_ENABLE_D3D_DEBUG_LAYER)
// Enable the D3D12 debug layer.
{
gr_cp<ID3D12Debug> debugController;
if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
{
debugController->EnableDebugLayer();
}
}
#endif
// Create the device
gr_cp<IDXGIFactory4> factory;
if (!SUCCEEDED(CreateDXGIFactory1(IID_PPV_ARGS(&factory)))) {
return false;
}
gr_cp<IDXGIAdapter1> hardwareAdapter;
get_hardware_adapter(factory.get(), &hardwareAdapter);
gr_cp<ID3D12Device> device;
if (!SUCCEEDED(D3D12CreateDevice(hardwareAdapter.get(),
D3D_FEATURE_LEVEL_11_0,
IID_PPV_ARGS(&device)))) {
return false;
}
// Create the command queue
gr_cp<ID3D12CommandQueue> queue;
D3D12_COMMAND_QUEUE_DESC queueDesc = {};
queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
if (!SUCCEEDED(device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&queue)))) {
return false;
}
ctx->fAdapter = hardwareAdapter;
ctx->fDevice = device;
ctx->fQueue = queue;
// TODO: set up protected memory
ctx->fProtectedContext = /*isProtected ? GrProtected::kYes :*/ GrProtected::kNo;
return true;
}
}
#endif