c0bd9f9fe5
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>
132 lines
4.3 KiB
C++
132 lines
4.3 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.
|
|
*/
|
|
|
|
#ifndef TestContext_DEFINED
|
|
#define TestContext_DEFINED
|
|
|
|
#include "include/core/SkRefCnt.h"
|
|
#include "include/gpu/GrTypes.h"
|
|
#include "include/private/SkNoncopyable.h"
|
|
#include "include/private/SkTemplates.h"
|
|
#include "src/core/SkScopeExit.h"
|
|
#include "tools/gpu/FenceSync.h"
|
|
|
|
class GrContext;
|
|
struct GrContextOptions;
|
|
|
|
namespace sk_gpu_test {
|
|
|
|
class GpuTimer;
|
|
|
|
/**
|
|
* An offscreen 3D context. This class is intended for Skia's internal testing needs and not
|
|
* for general use.
|
|
*/
|
|
class TestContext : public SkNoncopyable {
|
|
public:
|
|
virtual ~TestContext();
|
|
|
|
bool fenceSyncSupport() const { return fFenceSync != nullptr; }
|
|
FenceSync* fenceSync() { SkASSERT(fFenceSync); return fFenceSync.get(); }
|
|
|
|
bool gpuTimingSupport() const { return fGpuTimer != nullptr; }
|
|
GpuTimer* gpuTimer() const { SkASSERT(fGpuTimer); return fGpuTimer.get(); }
|
|
|
|
bool getMaxGpuFrameLag(int *maxFrameLag) const {
|
|
if (!fFenceSync) {
|
|
return false;
|
|
}
|
|
*maxFrameLag = kMaxFrameLag;
|
|
return true;
|
|
}
|
|
|
|
void makeCurrent() const;
|
|
|
|
/**
|
|
* Like makeCurrent() but this returns an object that will restore the previous current
|
|
* context in its destructor. Useful to undo the effect making this current before returning to
|
|
* a caller that doesn't expect the current context to be changed underneath it.
|
|
*
|
|
* The returned object restores the current context of the same type (e.g. egl, glx, ...) in its
|
|
* destructor. It is undefined behavior if that context is destroyed before the destructor
|
|
* executes. If the concept of a current context doesn't make sense for this context type then
|
|
* the returned object's destructor is a no-op.
|
|
*/
|
|
SkScopeExit SK_WARN_UNUSED_RESULT makeCurrentAndAutoRestore() const;
|
|
|
|
virtual GrBackendApi backend() = 0;
|
|
|
|
virtual sk_sp<GrContext> makeGrContext(const GrContextOptions&);
|
|
|
|
/** Swaps front and back buffer (if the context has such buffers) */
|
|
void swapBuffers();
|
|
|
|
/**
|
|
* The only purpose of this function it to provide a means of scheduling
|
|
* work on the GPU (since all of the subclasses create primary buffers for
|
|
* testing that are small and not meant to be rendered to the screen).
|
|
*
|
|
* If the platform supports fence syncs (OpenGL 3.2+ or EGL_KHR_fence_sync),
|
|
* this will not swap any buffers, but rather emulate triple buffer synchronization
|
|
* using fences.
|
|
*
|
|
* Otherwise it will call the platform SwapBuffers method. This may or may
|
|
* not perform some sort of synchronization, depending on whether the
|
|
* drawing surface provided by the platform is double buffered.
|
|
*
|
|
* Implicitly performs a submit().
|
|
*/
|
|
void waitOnSyncOrSwap();
|
|
|
|
/**
|
|
* This notifies the context that we are deliberately testing abandoning
|
|
* the context. It is useful for debugging contexts that would otherwise
|
|
* test that GPU resources are properly deleted. It also allows a debugging
|
|
* context to test that further API calls are not made by Skia GPU code.
|
|
*/
|
|
virtual void testAbandon();
|
|
|
|
/** Ensures all work is submitted to the GPU for execution. */
|
|
virtual void submit() = 0;
|
|
|
|
/** Wait until all GPU work is finished. */
|
|
virtual void finish() = 0;
|
|
|
|
protected:
|
|
std::unique_ptr<FenceSync> fFenceSync;
|
|
std::unique_ptr<GpuTimer> fGpuTimer;
|
|
|
|
TestContext();
|
|
|
|
/** This should destroy the 3D context. */
|
|
virtual void teardown();
|
|
|
|
virtual void onPlatformMakeCurrent() const = 0;
|
|
/**
|
|
* Subclasses should implement such that the returned function will cause the current context
|
|
* of this type to be made current again when it is called. It should additionally be the
|
|
* case that if "this" is already current when this is called, then "this" is destroyed (thereby
|
|
* setting the null context as current), and then the std::function is called the null context
|
|
* should remain current.
|
|
*/
|
|
virtual std::function<void()> onPlatformGetAutoContextRestore() const = 0;
|
|
virtual void onPlatformSwapBuffers() const = 0;
|
|
|
|
private:
|
|
enum {
|
|
kMaxFrameLag = 3
|
|
};
|
|
|
|
PlatformFence fFrameFences[kMaxFrameLag - 1];
|
|
int fCurrentFenceIdx;
|
|
|
|
typedef SkNoncopyable INHERITED;
|
|
};
|
|
} // namespace sk_gpu_test
|
|
#endif
|