f666cbc10b
Change-Id: I476d1066a227d70e39c1dd49220972fb4a075393 Reviewed-on: https://skia-review.googlesource.com/140788 Reviewed-by: Robert Phillips <robertphillips@google.com> Reviewed-by: Kevin Lubick <kjlubick@google.com> Commit-Queue: Brian Salomon <bsalomon@google.com>
310 lines
12 KiB
C++
310 lines
12 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 "GrContextPriv.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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#ifdef SK_VULKAN
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#include "vk/VkTestContext.h"
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#endif
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#ifdef SK_METAL
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#include "mtl/MtlTestContext.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 "mock/MockTestContext.h"
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#include "GrCaps.h"
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#if defined(SK_BUILD_FOR_WIN) && 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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}
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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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// We must delete the test contexts in reverse order so that any child context is finished and
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// deleted before a parent context. This relies on the fact that when we make a new context we
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// append it to the end of fContexts array.
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// TODO: Look into keeping a dependency dag for contexts and deletion order
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for (int i = fContexts.count() - 1; i >= 0; --i) {
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Context& context = fContexts[i];
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SkScopeExit restore(nullptr);
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if (context.fTestContext) {
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restore = context.fTestContext->makeCurrentAndAutoRestore();
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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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// We must abandon the test contexts in reverse order so that any child context is finished and
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// abandoned before a parent context. This relies on the fact that when we make a new context we
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// append it to the end of fContexts array.
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// TODO: Look into keeping a dependency dag for contexts and deletion order
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for (int i = fContexts.count() - 1; i >= 0; --i) {
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Context& context = fContexts[i];
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if (!context.fAbandoned) {
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if (context.fTestContext) {
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auto restore = context.fTestContext->makeCurrentAndAutoRestore();
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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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// We must abandon the test contexts in reverse order so that any child context is finished and
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// abandoned before a parent context. This relies on the fact that when we make a new context we
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// append it to the end of fContexts array.
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// TODO: Look into keeping a dependency dag for contexts and deletion order
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for (int i = fContexts.count() - 1; i >= 0; --i) {
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Context& context = fContexts[i];
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SkScopeExit restore(nullptr);
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if (!context.fAbandoned) {
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if (context.fTestContext) {
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restore = context.fTestContext->makeCurrentAndAutoRestore();
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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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GrContext* GrContextFactory::get(ContextType type, ContextOverrides overrides) {
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return this->getContextInfo(type, overrides).grContext();
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}
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ContextInfo GrContextFactory::getContextInfoInternal(ContextType type, ContextOverrides overrides,
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GrContext* shareContext, uint32_t shareIndex) {
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// (shareIndex != 0) -> (shareContext != nullptr)
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SkASSERT((shareIndex == 0) || (shareContext != nullptr));
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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.fOverrides == overrides &&
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context.fShareContext == shareContext &&
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context.fShareIndex == shareIndex &&
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!context.fAbandoned) {
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context.fTestContext->makeCurrent();
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return ContextInfo(context.fType, context.fTestContext, context.fGrContext,
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context.fOptions);
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}
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}
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// If we're trying to create a context in a share group, find the master context
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Context* masterContext = nullptr;
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if (shareContext) {
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for (int i = 0; i < fContexts.count(); ++i) {
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if (!fContexts[i].fAbandoned && fContexts[i].fGrContext == shareContext) {
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masterContext = &fContexts[i];
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break;
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}
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}
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SkASSERT(masterContext && masterContext->fType == type);
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}
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std::unique_ptr<TestContext> testCtx;
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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* glShareContext = masterContext
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? static_cast<GLTestContext*>(masterContext->fTestContext) : nullptr;
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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, glShareContext);
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break;
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case kGLES_ContextType:
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glCtx = CreatePlatformGLTestContext(kGLES_GrGLStandard, glShareContext);
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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,
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glShareContext).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,
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glShareContext).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,
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glShareContext).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,
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glShareContext).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,
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glShareContext).release();
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break;
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#endif
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#ifndef SK_NO_COMMAND_BUFFER
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case kCommandBuffer_ContextType:
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glCtx = CommandBufferGLTestContext::Create(glShareContext);
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break;
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#endif
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case kNullGL_ContextType:
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glCtx = CreateNullGLTestContext(
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ContextOverrides::kRequireNVPRSupport & overrides, glShareContext);
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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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break;
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}
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#ifdef SK_VULKAN
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case kVulkan_GrBackend: {
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VkTestContext* vkSharedContext = masterContext
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? static_cast<VkTestContext*>(masterContext->fTestContext) : nullptr;
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SkASSERT(kVulkan_ContextType == type);
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if (ContextOverrides::kRequireNVPRSupport & overrides) {
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return ContextInfo();
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}
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testCtx.reset(CreatePlatformVkTestContext(vkSharedContext));
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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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break;
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}
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#endif
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#ifdef SK_METAL
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case kMetal_GrBackend: {
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SkASSERT(!masterContext);
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testCtx.reset(CreatePlatformMtlTestContext(nullptr));
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if (!testCtx) {
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return ContextInfo();
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}
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break;
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}
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#endif
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case kMock_GrBackend: {
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TestContext* sharedContext = masterContext ? masterContext->fTestContext : nullptr;
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SkASSERT(kMock_ContextType == type);
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if (ContextOverrides::kRequireNVPRSupport & overrides) {
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return ContextInfo();
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}
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testCtx.reset(CreateMockTestContext(sharedContext));
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if (!testCtx) {
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return ContextInfo();
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}
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break;
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}
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default:
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return ContextInfo();
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}
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SkASSERT(testCtx && testCtx->backend() == backend);
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GrContextOptions grOptions = fGlobalOptions;
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if (ContextOverrides::kDisableNVPR & overrides) {
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grOptions.fSuppressPathRendering = true;
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}
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if (ContextOverrides::kAvoidStencilBuffers & overrides) {
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grOptions.fAvoidStencilBuffers = true;
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}
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sk_sp<GrContext> grCtx;
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{
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auto restore = testCtx->makeCurrentAndAutoRestore();
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grCtx = testCtx->makeGrContext(grOptions);
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}
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if (!grCtx.get()) {
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return ContextInfo();
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}
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if (ContextOverrides::kRequireNVPRSupport & overrides) {
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if (!grCtx->contextPriv().caps()->shaderCaps()->pathRenderingSupport()) {
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return ContextInfo();
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}
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}
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// We must always add new contexts by pushing to the back so that when we delete them we delete
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// them in reverse order in which they were made.
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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.fOverrides = overrides;
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context.fAbandoned = false;
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context.fShareContext = shareContext;
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context.fShareIndex = shareIndex;
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context.fOptions = grOptions;
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context.fTestContext->makeCurrent();
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return ContextInfo(context.fType, context.fTestContext, context.fGrContext, context.fOptions);
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}
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ContextInfo GrContextFactory::getContextInfo(ContextType type, ContextOverrides overrides) {
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return this->getContextInfoInternal(type, overrides, nullptr, 0);
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}
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ContextInfo GrContextFactory::getSharedContextInfo(GrContext* shareContext, uint32_t shareIndex) {
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SkASSERT(shareContext);
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for (int i = 0; i < fContexts.count(); ++i) {
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if (!fContexts[i].fAbandoned && fContexts[i].fGrContext == shareContext) {
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return this->getContextInfoInternal(fContexts[i].fType, fContexts[i].fOverrides,
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shareContext, shareIndex);
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}
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}
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return ContextInfo();
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}
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} // namespace sk_gpu_test
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