3680698e9f
Change-Id: Ib3ff7d6f67e5c6389da5c0b640bd2396d7615501 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/527506 Reviewed-by: Kevin Lubick <kjlubick@google.com> Commit-Queue: Greg Daniel <egdaniel@google.com>
123 lines
5.5 KiB
C++
123 lines
5.5 KiB
C++
/*
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* Copyright 2022 Google LLC
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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 "include/core/SkCanvas.h"
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#include "include/core/SkSurface.h"
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#include "include/gpu/GrDirectContext.h"
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#include "include/gpu/vk/GrVkBackendContext.h"
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#include "include/gpu/vk/GrVkExtensions.h"
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#include "tools/gpu/vk/VkTestUtils.h"
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#include <vulkan/vulkan_core.h>
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#include <memory>
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#define ACQUIRE_INST_VK_PROC(name) \
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do { \
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fVk##name = reinterpret_cast<PFN_vk##name>(getProc("vk" #name, backendContext.fInstance, \
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VK_NULL_HANDLE)); \
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if (fVk##name == nullptr) { \
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SkDebugf("Function ptr for vk%s could not be acquired\n", #name); \
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return 1; \
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} \
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} while(false)
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int main(int argc, char** argv) {
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GrVkBackendContext backendContext;
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VkDebugReportCallbackEXT debugCallback;
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std::unique_ptr<GrVkExtensions> extensions(new GrVkExtensions());
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std::unique_ptr<VkPhysicalDeviceFeatures2> features(new VkPhysicalDeviceFeatures2);
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// First we need to create a GrVkBackendContext so that we can make a Vulkan GrDirectContext.
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// The vast majority of this chunk of code is setting up the VkInstance and VkDevice objects.
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// Normally a client will have their own way of creating these objects. This example uses Skia's
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// test helper sk_gpu_test::CreateVkBackendContext to aid in this. Clients can look at this
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// function as a guide on things to consider when setting up Vulkan for themselves, but they
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// should not depend on that function. We may arbitrarily change it as it is meant only for Skia
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// internal testing. Additionally it may do some odd things that a normal Vulkan user wouldn't
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// do because it is againt meant for Skia testing.
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{
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PFN_vkGetInstanceProcAddr instProc;
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if (!sk_gpu_test::LoadVkLibraryAndGetProcAddrFuncs(&instProc)) {
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return 1;
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}
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memset(features.get(), 0, sizeof(VkPhysicalDeviceFeatures2));
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features->sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2;
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features->pNext = nullptr;
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// Fill in features you want to enable here
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backendContext.fInstance = VK_NULL_HANDLE;
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backendContext.fDevice = VK_NULL_HANDLE;
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if (!sk_gpu_test::CreateVkBackendContext(instProc, &backendContext, extensions.get(),
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features.get(), &debugCallback)) {
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return 1;
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}
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}
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auto getProc = backendContext.fGetProc;
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PFN_vkDestroyInstance fVkDestroyInstance;
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PFN_vkDestroyDebugReportCallbackEXT fVkDestroyDebugReportCallbackEXT = nullptr;
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PFN_vkDestroyDevice fVkDestroyDevice;
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ACQUIRE_INST_VK_PROC(DestroyInstance);
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if (debugCallback != VK_NULL_HANDLE) {
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ACQUIRE_INST_VK_PROC(DestroyDebugReportCallbackEXT);
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}
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ACQUIRE_INST_VK_PROC(DestroyDevice);
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// Create a GrDirectContext with our GrVkBackendContext
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sk_sp<GrDirectContext> context = GrDirectContext::MakeVulkan(backendContext);
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if (!context) {
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fVkDestroyDevice(backendContext.fDevice, nullptr);
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if (debugCallback != VK_NULL_HANDLE) {
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fVkDestroyDebugReportCallbackEXT(backendContext.fInstance, debugCallback, nullptr);
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}
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fVkDestroyInstance(backendContext.fInstance, nullptr);
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return 1;
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}
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SkImageInfo imageInfo = SkImageInfo::Make(16, 16, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
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// Create an SkSurface backed by a Vulkan VkImage. Often clients will be getting VkImages from
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// swapchains. In those cases they should use SkSurface::MakeFromBackendTexture or
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// SkSurface::MakeFromBackendRenderTarget to wrap those premade VkImages in Skia. See the
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// HelloWorld example app to see how this is done.
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sk_sp<SkSurface> surface = SkSurface::MakeRenderTarget(context.get(),
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SkBudgeted::kYes,
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imageInfo);
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if (!surface) {
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context.reset();
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fVkDestroyDevice(backendContext.fDevice, nullptr);
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if (debugCallback != VK_NULL_HANDLE) {
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fVkDestroyDebugReportCallbackEXT(backendContext.fInstance, debugCallback, nullptr);
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} fVkDestroyInstance(backendContext.fInstance, nullptr);
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return 1;
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}
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surface->getCanvas()->clear(SK_ColorRED);
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// After drawing to our surface, we must first flush the recorded work (i.e. convert all our
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// recorded SkCanvas calls into a VkCommandBuffer). Then we call submit to submit our
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// VkCommandBuffers to the gpu queue.
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surface->flush();
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context->submit();
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surface.reset();
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context.reset();
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// Skia doesn't own the VkDevice or VkInstance so the client must manage their lifetime. The
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// client must not delete these objects until cleaning up all Skia objects that may have used
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// them first.
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fVkDestroyDevice(backendContext.fDevice, nullptr);
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if (debugCallback != VK_NULL_HANDLE) {
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fVkDestroyDebugReportCallbackEXT(backendContext.fInstance, debugCallback, nullptr);
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} fVkDestroyInstance(backendContext.fInstance, nullptr);
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return 0;
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}
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