skia2/tools/gpu/d3d/D3DTestUtils.cpp
Jim Van Verth 5fba9ae0cb Revert "Reland "Use Microsoft's ComPtr to wrap D3D12 objects.""
This reverts commit b8ae7fa12a.

Reason for revert: Introduced a memory leak

Original change's description:
> Reland "Use Microsoft's ComPtr to wrap D3D12 objects."
> 
> This is a reland of 0ef049177f
> 
> Original change's description:
> > Use Microsoft's ComPtr to wrap D3D12 objects.
> > 
> > Change-Id: I4bd173428a2b65f0bc1994fb794ef9d4d68d5ba0
> > Reviewed-on: https://skia-review.googlesource.com/c/skia/+/314957
> > Reviewed-by: Brian Salomon <bsalomon@google.com>
> > Reviewed-by: Greg Daniel <egdaniel@google.com>
> > Commit-Queue: Jim Van Verth <jvanverth@google.com>
> 
> Change-Id: Id0199db4061c67ed53da35e74dc31a004744be95
> Reviewed-on: https://skia-review.googlesource.com/c/skia/+/315655
> Reviewed-by: Brian Salomon <bsalomon@google.com>
> Commit-Queue: Jim Van Verth <jvanverth@google.com>

TBR=egdaniel@google.com,jvanverth@google.com,bsalomon@google.com

# Not skipping CQ checks because original CL landed > 1 day ago.

Change-Id: I3f8744668558f6b8f4f367eeeeff2f6aa2c36992
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/318209
Reviewed-by: Jim Van Verth <jvanverth@google.com>
Commit-Queue: Jim Van Verth <jvanverth@google.com>
2020-09-21 22:02:12 +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