skia2/tools/gpu/TestContext.cpp
Mike Klein c0bd9f9fe5 rewrite includes to not need so much -Ifoo
Current strategy: everything from the top

Things to look at first are the manual changes:

   - added tools/rewrite_includes.py
   - removed -Idirectives from BUILD.gn
   - various compile.sh simplifications
   - tweak tools/embed_resources.py
   - update gn/find_headers.py to write paths from the top
   - update gn/gn_to_bp.py SkUserConfig.h layout
     so that #include "include/config/SkUserConfig.h" always
     gets the header we want.

No-Presubmit: true
Change-Id: I73a4b181654e0e38d229bc456c0d0854bae3363e
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/209706
Commit-Queue: Mike Klein <mtklein@google.com>
Reviewed-by: Hal Canary <halcanary@google.com>
Reviewed-by: Brian Osman <brianosman@google.com>
Reviewed-by: Florin Malita <fmalita@chromium.org>
2019-04-24 16:27:11 +00:00

88 lines
2.2 KiB
C++

/*
* Copyright 2016 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "tools/gpu/TestContext.h"
#include "tools/gpu/GpuTimer.h"
#include "include/gpu/GrContext.h"
namespace sk_gpu_test {
TestContext::TestContext()
: fFenceSync(nullptr)
, fGpuTimer(nullptr)
, fCurrentFenceIdx(0) {
memset(fFrameFences, 0, sizeof(fFrameFences));
}
TestContext::~TestContext() {
// Subclass should call teardown.
#ifdef SK_DEBUG
for (size_t i = 0; i < SK_ARRAY_COUNT(fFrameFences); i++) {
SkASSERT(0 == fFrameFences[i]);
}
#endif
SkASSERT(!fFenceSync);
SkASSERT(!fGpuTimer);
}
sk_sp<GrContext> TestContext::makeGrContext(const GrContextOptions&) {
return nullptr;
}
void TestContext::makeCurrent() const { this->onPlatformMakeCurrent(); }
SkScopeExit TestContext::makeCurrentAndAutoRestore() const {
auto asr = SkScopeExit(this->onPlatformGetAutoContextRestore());
this->makeCurrent();
return asr;
}
void TestContext::swapBuffers() { this->onPlatformSwapBuffers(); }
void TestContext::waitOnSyncOrSwap() {
if (!fFenceSync) {
// Fallback on the platform SwapBuffers method for synchronization. This may have no effect.
this->swapBuffers();
return;
}
this->submit();
if (fFrameFences[fCurrentFenceIdx]) {
if (!fFenceSync->waitFence(fFrameFences[fCurrentFenceIdx])) {
SkDebugf("WARNING: Wait failed for fence sync. Timings might not be accurate.\n");
}
fFenceSync->deleteFence(fFrameFences[fCurrentFenceIdx]);
}
fFrameFences[fCurrentFenceIdx] = fFenceSync->insertFence();
fCurrentFenceIdx = (fCurrentFenceIdx + 1) % SK_ARRAY_COUNT(fFrameFences);
}
void TestContext::testAbandon() {
if (fFenceSync) {
memset(fFrameFences, 0, sizeof(fFrameFences));
}
}
void TestContext::teardown() {
if (fFenceSync) {
for (size_t i = 0; i < SK_ARRAY_COUNT(fFrameFences); i++) {
if (fFrameFences[i]) {
fFenceSync->deleteFence(fFrameFences[i]);
fFrameFences[i] = 0;
}
}
fFenceSync.reset();
}
fGpuTimer.reset();
}
}