xref: /aosp_15_r20/external/skia/example/VulkanBasic.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2022 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkAlphaType.h"
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkCanvas.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColor.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorType.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImageInfo.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkSurface.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/SkSurfaceGanesh.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/vk/GrVkDirectContext.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/vk/VulkanBackendContext.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/vk/VulkanExtensions.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/vk/VulkanMemoryAllocator.h"
22*c8dee2aaSAndroid Build Coastguard Worker 
23*c8dee2aaSAndroid Build Coastguard Worker // These are private files. Clients would need to look at these and implement
24*c8dee2aaSAndroid Build Coastguard Worker // similar solutions.
25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/vk/vulkanmemoryallocator/VulkanMemoryAllocatorPriv.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/GpuTypesPriv.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/vk/VkTestUtils.h"
28*c8dee2aaSAndroid Build Coastguard Worker 
29*c8dee2aaSAndroid Build Coastguard Worker #include <string.h>
30*c8dee2aaSAndroid Build Coastguard Worker #include <vulkan/vulkan_core.h>
31*c8dee2aaSAndroid Build Coastguard Worker #include <functional>
32*c8dee2aaSAndroid Build Coastguard Worker #include <memory>
33*c8dee2aaSAndroid Build Coastguard Worker 
34*c8dee2aaSAndroid Build Coastguard Worker #define ACQUIRE_INST_VK_PROC(name)                                                           \
35*c8dee2aaSAndroid Build Coastguard Worker     do {                                                                                     \
36*c8dee2aaSAndroid Build Coastguard Worker     fVk##name = reinterpret_cast<PFN_vk##name>(getProc("vk" #name, backendContext.fInstance, \
37*c8dee2aaSAndroid Build Coastguard Worker                                                        VK_NULL_HANDLE));                     \
38*c8dee2aaSAndroid Build Coastguard Worker     if (fVk##name == nullptr) {                                                              \
39*c8dee2aaSAndroid Build Coastguard Worker         SkDebugf("Function ptr for vk%s could not be acquired\n", #name);                    \
40*c8dee2aaSAndroid Build Coastguard Worker         return 1;                                                                            \
41*c8dee2aaSAndroid Build Coastguard Worker     }                                                                                        \
42*c8dee2aaSAndroid Build Coastguard Worker     } while(false)
43*c8dee2aaSAndroid Build Coastguard Worker 
main(int argc,char ** argv)44*c8dee2aaSAndroid Build Coastguard Worker int main(int argc, char** argv) {
45*c8dee2aaSAndroid Build Coastguard Worker     skgpu::VulkanBackendContext backendContext;
46*c8dee2aaSAndroid Build Coastguard Worker     VkDebugReportCallbackEXT debugCallback;
47*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<skgpu::VulkanExtensions> extensions(new skgpu::VulkanExtensions());
48*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<VkPhysicalDeviceFeatures2> features(new VkPhysicalDeviceFeatures2);
49*c8dee2aaSAndroid Build Coastguard Worker 
50*c8dee2aaSAndroid Build Coastguard Worker     // First we need to create a VulkanBackendContext so that we can make a Vulkan GrDirectContext.
51*c8dee2aaSAndroid Build Coastguard Worker     // The vast majority of this chunk of code is setting up the VkInstance and VkDevice objects.
52*c8dee2aaSAndroid Build Coastguard Worker     // Normally a client will have their own way of creating these objects. This example uses Skia's
53*c8dee2aaSAndroid Build Coastguard Worker     // test helper sk_gpu_test::CreateVkBackendContext to aid in this. Clients can look at this
54*c8dee2aaSAndroid Build Coastguard Worker     // function as a guide on things to consider when setting up Vulkan for themselves, but they
55*c8dee2aaSAndroid Build Coastguard Worker     // should not depend on that function. We may arbitrarily change it as it is meant only for Skia
56*c8dee2aaSAndroid Build Coastguard Worker     // internal testing. Additionally it may do some odd things that a normal Vulkan user wouldn't
57*c8dee2aaSAndroid Build Coastguard Worker     // do because it is only meant for Skia testing.
58*c8dee2aaSAndroid Build Coastguard Worker     {
59*c8dee2aaSAndroid Build Coastguard Worker         PFN_vkGetInstanceProcAddr instProc;
60*c8dee2aaSAndroid Build Coastguard Worker         if (!sk_gpu_test::LoadVkLibraryAndGetProcAddrFuncs(&instProc)) {
61*c8dee2aaSAndroid Build Coastguard Worker             return 1;
62*c8dee2aaSAndroid Build Coastguard Worker         }
63*c8dee2aaSAndroid Build Coastguard Worker 
64*c8dee2aaSAndroid Build Coastguard Worker         memset(features.get(), 0, sizeof(VkPhysicalDeviceFeatures2));
65*c8dee2aaSAndroid Build Coastguard Worker         features->sType = VK_STRUCTURE_TYPE_PHYSICAL_DEVICE_FEATURES_2;
66*c8dee2aaSAndroid Build Coastguard Worker         features->pNext = nullptr;
67*c8dee2aaSAndroid Build Coastguard Worker         // Fill in features you want to enable here
68*c8dee2aaSAndroid Build Coastguard Worker 
69*c8dee2aaSAndroid Build Coastguard Worker         backendContext.fInstance = VK_NULL_HANDLE;
70*c8dee2aaSAndroid Build Coastguard Worker         backendContext.fDevice = VK_NULL_HANDLE;
71*c8dee2aaSAndroid Build Coastguard Worker 
72*c8dee2aaSAndroid Build Coastguard Worker         if (!sk_gpu_test::CreateVkBackendContext(instProc, &backendContext, extensions.get(),
73*c8dee2aaSAndroid Build Coastguard Worker                                                  features.get(), &debugCallback)) {
74*c8dee2aaSAndroid Build Coastguard Worker             return 1;
75*c8dee2aaSAndroid Build Coastguard Worker         }
76*c8dee2aaSAndroid Build Coastguard Worker     }
77*c8dee2aaSAndroid Build Coastguard Worker 
78*c8dee2aaSAndroid Build Coastguard Worker     auto getProc = backendContext.fGetProc;
79*c8dee2aaSAndroid Build Coastguard Worker     PFN_vkDestroyInstance fVkDestroyInstance;
80*c8dee2aaSAndroid Build Coastguard Worker     PFN_vkDestroyDebugReportCallbackEXT fVkDestroyDebugReportCallbackEXT = nullptr;
81*c8dee2aaSAndroid Build Coastguard Worker     PFN_vkDestroyDevice fVkDestroyDevice;
82*c8dee2aaSAndroid Build Coastguard Worker     ACQUIRE_INST_VK_PROC(DestroyInstance);
83*c8dee2aaSAndroid Build Coastguard Worker     if (debugCallback != VK_NULL_HANDLE) {
84*c8dee2aaSAndroid Build Coastguard Worker         ACQUIRE_INST_VK_PROC(DestroyDebugReportCallbackEXT);
85*c8dee2aaSAndroid Build Coastguard Worker     }
86*c8dee2aaSAndroid Build Coastguard Worker     ACQUIRE_INST_VK_PROC(DestroyDevice);
87*c8dee2aaSAndroid Build Coastguard Worker 
88*c8dee2aaSAndroid Build Coastguard Worker     backendContext.fMemoryAllocator = skgpu::VulkanMemoryAllocators::Make(
89*c8dee2aaSAndroid Build Coastguard Worker             backendContext, skgpu::ThreadSafe::kNo, std::nullopt);
90*c8dee2aaSAndroid Build Coastguard Worker 
91*c8dee2aaSAndroid Build Coastguard Worker     // Create a GrDirectContext with our VulkanBackendContext
92*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<GrDirectContext> context = GrDirectContexts::MakeVulkan(backendContext);
93*c8dee2aaSAndroid Build Coastguard Worker     if (!context) {
94*c8dee2aaSAndroid Build Coastguard Worker         fVkDestroyDevice(backendContext.fDevice, nullptr);
95*c8dee2aaSAndroid Build Coastguard Worker         if (debugCallback != VK_NULL_HANDLE) {
96*c8dee2aaSAndroid Build Coastguard Worker             fVkDestroyDebugReportCallbackEXT(backendContext.fInstance, debugCallback, nullptr);
97*c8dee2aaSAndroid Build Coastguard Worker         }
98*c8dee2aaSAndroid Build Coastguard Worker         fVkDestroyInstance(backendContext.fInstance, nullptr);
99*c8dee2aaSAndroid Build Coastguard Worker         return 1;
100*c8dee2aaSAndroid Build Coastguard Worker     }
101*c8dee2aaSAndroid Build Coastguard Worker 
102*c8dee2aaSAndroid Build Coastguard Worker     SkImageInfo imageInfo = SkImageInfo::Make(16, 16, kRGBA_8888_SkColorType, kPremul_SkAlphaType);
103*c8dee2aaSAndroid Build Coastguard Worker 
104*c8dee2aaSAndroid Build Coastguard Worker     // Create an SkSurface backed by a Vulkan VkImage. Often clients will be getting VkImages from
105*c8dee2aaSAndroid Build Coastguard Worker     // swapchains. In those cases they should use SkSurfaces::WrapBackendTexture or
106*c8dee2aaSAndroid Build Coastguard Worker     // SkSurfaces::WrapBackendRenderTarget to wrap those premade VkImages in Skia. See the
107*c8dee2aaSAndroid Build Coastguard Worker     // HelloWorld example app to see how this is done.
108*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<SkSurface> surface =
109*c8dee2aaSAndroid Build Coastguard Worker             SkSurfaces::RenderTarget(context.get(), skgpu::Budgeted::kYes, imageInfo);
110*c8dee2aaSAndroid Build Coastguard Worker     if (!surface) {
111*c8dee2aaSAndroid Build Coastguard Worker         context.reset();
112*c8dee2aaSAndroid Build Coastguard Worker         fVkDestroyDevice(backendContext.fDevice, nullptr);
113*c8dee2aaSAndroid Build Coastguard Worker         if (debugCallback != VK_NULL_HANDLE) {
114*c8dee2aaSAndroid Build Coastguard Worker             fVkDestroyDebugReportCallbackEXT(backendContext.fInstance, debugCallback, nullptr);
115*c8dee2aaSAndroid Build Coastguard Worker         }        fVkDestroyInstance(backendContext.fInstance, nullptr);
116*c8dee2aaSAndroid Build Coastguard Worker         return 1;
117*c8dee2aaSAndroid Build Coastguard Worker     }
118*c8dee2aaSAndroid Build Coastguard Worker 
119*c8dee2aaSAndroid Build Coastguard Worker     surface->getCanvas()->clear(SK_ColorRED);
120*c8dee2aaSAndroid Build Coastguard Worker 
121*c8dee2aaSAndroid Build Coastguard Worker     // After drawing to our surface, we must first flush the recorded work (i.e. convert all our
122*c8dee2aaSAndroid Build Coastguard Worker     // recorded SkCanvas calls into a VkCommandBuffer). Then we call submit to submit our
123*c8dee2aaSAndroid Build Coastguard Worker     // VkCommandBuffers to the gpu queue.
124*c8dee2aaSAndroid Build Coastguard Worker     context->flush(surface.get());
125*c8dee2aaSAndroid Build Coastguard Worker     context->submit();
126*c8dee2aaSAndroid Build Coastguard Worker 
127*c8dee2aaSAndroid Build Coastguard Worker     surface.reset();
128*c8dee2aaSAndroid Build Coastguard Worker     context.reset();
129*c8dee2aaSAndroid Build Coastguard Worker 
130*c8dee2aaSAndroid Build Coastguard Worker     // Skia doesn't own the VkDevice or VkInstance so the client must manage their lifetime. The
131*c8dee2aaSAndroid Build Coastguard Worker     // client must not delete these objects until cleaning up all Skia objects that may have used
132*c8dee2aaSAndroid Build Coastguard Worker     // them first.
133*c8dee2aaSAndroid Build Coastguard Worker     fVkDestroyDevice(backendContext.fDevice, nullptr);
134*c8dee2aaSAndroid Build Coastguard Worker     if (debugCallback != VK_NULL_HANDLE) {
135*c8dee2aaSAndroid Build Coastguard Worker         fVkDestroyDebugReportCallbackEXT(backendContext.fInstance, debugCallback, nullptr);
136*c8dee2aaSAndroid Build Coastguard Worker     }    fVkDestroyInstance(backendContext.fInstance, nullptr);
137*c8dee2aaSAndroid Build Coastguard Worker     return 0;
138*c8dee2aaSAndroid Build Coastguard Worker }
139