xref: /aosp_15_r20/external/skia/tools/gpu/GrContextFactory.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker 
2*c8dee2aaSAndroid Build Coastguard Worker /*
3*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2014 Google Inc.
4*c8dee2aaSAndroid Build Coastguard Worker  *
5*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
6*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
7*c8dee2aaSAndroid Build Coastguard Worker  */
8*c8dee2aaSAndroid Build Coastguard Worker 
9*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
10*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrDirectContextPriv.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/GrContextFactory.h"
12*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_GL
13*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/gl/GLTestContext.h"
14*c8dee2aaSAndroid Build Coastguard Worker #endif
15*c8dee2aaSAndroid Build Coastguard Worker 
16*c8dee2aaSAndroid Build Coastguard Worker #if SK_ANGLE
17*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/gl/angle/GLTestContext_angle.h"
18*c8dee2aaSAndroid Build Coastguard Worker #endif
19*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_VULKAN
20*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/vk/VkTestContext.h"
21*c8dee2aaSAndroid Build Coastguard Worker #endif
22*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_METAL
23*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/mtl/MtlTestContext.h"
24*c8dee2aaSAndroid Build Coastguard Worker #endif
25*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DIRECT3D
26*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/d3d/D3DTestContext.h"
27*c8dee2aaSAndroid Build Coastguard Worker #endif
28*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrCaps.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/mock/MockTestContext.h"
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_BUILD_FOR_WIN) && defined(SK_ENABLE_DISCRETE_GPU)
32*c8dee2aaSAndroid Build Coastguard Worker extern "C" {
33*c8dee2aaSAndroid Build Coastguard Worker     // NVIDIA documents that the presence and value of this symbol programmatically enable the high
34*c8dee2aaSAndroid Build Coastguard Worker     // performance GPU in laptops with switchable graphics.
35*c8dee2aaSAndroid Build Coastguard Worker     //   https://docs.nvidia.com/gameworks/content/technologies/desktop/optimus.htm
36*c8dee2aaSAndroid Build Coastguard Worker     // From testing, including this symbol, even if it is set to 0, we still get the NVIDIA GPU.
37*c8dee2aaSAndroid Build Coastguard Worker     _declspec(dllexport) unsigned long NvOptimusEnablement = 0x00000001;
38*c8dee2aaSAndroid Build Coastguard Worker 
39*c8dee2aaSAndroid Build Coastguard Worker     // AMD has a similar mechanism, although I don't have an AMD laptop, so this is untested.
40*c8dee2aaSAndroid Build Coastguard Worker     //   https://community.amd.com/thread/169965
41*c8dee2aaSAndroid Build Coastguard Worker     __declspec(dllexport) int AmdPowerXpressRequestHighPerformance = 1;
42*c8dee2aaSAndroid Build Coastguard Worker }
43*c8dee2aaSAndroid Build Coastguard Worker #endif
44*c8dee2aaSAndroid Build Coastguard Worker 
45*c8dee2aaSAndroid Build Coastguard Worker bool gCreateProtectedContext = false;
46*c8dee2aaSAndroid Build Coastguard Worker 
47*c8dee2aaSAndroid Build Coastguard Worker namespace sk_gpu_test {
GrContextFactory()48*c8dee2aaSAndroid Build Coastguard Worker GrContextFactory::GrContextFactory() {}
49*c8dee2aaSAndroid Build Coastguard Worker 
GrContextFactory(const GrContextOptions & opts)50*c8dee2aaSAndroid Build Coastguard Worker GrContextFactory::GrContextFactory(const GrContextOptions& opts)
51*c8dee2aaSAndroid Build Coastguard Worker     : fGlobalOptions(opts) {}
52*c8dee2aaSAndroid Build Coastguard Worker 
~GrContextFactory()53*c8dee2aaSAndroid Build Coastguard Worker GrContextFactory::~GrContextFactory() {
54*c8dee2aaSAndroid Build Coastguard Worker     this->destroyContexts();
55*c8dee2aaSAndroid Build Coastguard Worker }
56*c8dee2aaSAndroid Build Coastguard Worker 
destroyContexts()57*c8dee2aaSAndroid Build Coastguard Worker void GrContextFactory::destroyContexts() {
58*c8dee2aaSAndroid Build Coastguard Worker     // We must delete the test contexts in reverse order so that any child context is finished and
59*c8dee2aaSAndroid Build Coastguard Worker     // deleted before a parent context. This relies on the fact that when we make a new context we
60*c8dee2aaSAndroid Build Coastguard Worker     // append it to the end of fContexts array.
61*c8dee2aaSAndroid Build Coastguard Worker     // TODO: Look into keeping a dependency dag for contexts and deletion order
62*c8dee2aaSAndroid Build Coastguard Worker     for (int i = fContexts.size() - 1; i >= 0; --i) {
63*c8dee2aaSAndroid Build Coastguard Worker         Context& context = fContexts[i];
64*c8dee2aaSAndroid Build Coastguard Worker         SkScopeExit restore(nullptr);
65*c8dee2aaSAndroid Build Coastguard Worker         if (context.fTestContext) {
66*c8dee2aaSAndroid Build Coastguard Worker             restore = context.fTestContext->makeCurrentAndAutoRestore();
67*c8dee2aaSAndroid Build Coastguard Worker         }
68*c8dee2aaSAndroid Build Coastguard Worker         if (!context.fGrContext->unique()) {
69*c8dee2aaSAndroid Build Coastguard Worker             context.fGrContext->releaseResourcesAndAbandonContext();
70*c8dee2aaSAndroid Build Coastguard Worker             context.fAbandoned = true;
71*c8dee2aaSAndroid Build Coastguard Worker         }
72*c8dee2aaSAndroid Build Coastguard Worker         context.fGrContext->unref();
73*c8dee2aaSAndroid Build Coastguard Worker         delete context.fTestContext;
74*c8dee2aaSAndroid Build Coastguard Worker     }
75*c8dee2aaSAndroid Build Coastguard Worker     fContexts.clear();
76*c8dee2aaSAndroid Build Coastguard Worker }
77*c8dee2aaSAndroid Build Coastguard Worker 
abandonContexts()78*c8dee2aaSAndroid Build Coastguard Worker void GrContextFactory::abandonContexts() {
79*c8dee2aaSAndroid Build Coastguard Worker     // We must abandon the test contexts in reverse order so that any child context is finished and
80*c8dee2aaSAndroid Build Coastguard Worker     // abandoned before a parent context. This relies on the fact that when we make a new context we
81*c8dee2aaSAndroid Build Coastguard Worker     // append it to the end of fContexts array.
82*c8dee2aaSAndroid Build Coastguard Worker     // TODO: Look into keeping a dependency dag for contexts and deletion order
83*c8dee2aaSAndroid Build Coastguard Worker     for (int i = fContexts.size() - 1; i >= 0; --i) {
84*c8dee2aaSAndroid Build Coastguard Worker         Context& context = fContexts[i];
85*c8dee2aaSAndroid Build Coastguard Worker         if (!context.fAbandoned) {
86*c8dee2aaSAndroid Build Coastguard Worker             if (context.fTestContext) {
87*c8dee2aaSAndroid Build Coastguard Worker                 auto restore = context.fTestContext->makeCurrentAndAutoRestore();
88*c8dee2aaSAndroid Build Coastguard Worker                 context.fTestContext->testAbandon();
89*c8dee2aaSAndroid Build Coastguard Worker             }
90*c8dee2aaSAndroid Build Coastguard Worker             GrBackendApi api = context.fGrContext->backend();
91*c8dee2aaSAndroid Build Coastguard Worker             bool requiresEarlyAbandon = api == GrBackendApi::kVulkan;
92*c8dee2aaSAndroid Build Coastguard Worker             if (requiresEarlyAbandon) {
93*c8dee2aaSAndroid Build Coastguard Worker                 context.fGrContext->abandonContext();
94*c8dee2aaSAndroid Build Coastguard Worker             }
95*c8dee2aaSAndroid Build Coastguard Worker             if (context.fTestContext) {
96*c8dee2aaSAndroid Build Coastguard Worker                 delete(context.fTestContext);
97*c8dee2aaSAndroid Build Coastguard Worker                 context.fTestContext = nullptr;
98*c8dee2aaSAndroid Build Coastguard Worker             }
99*c8dee2aaSAndroid Build Coastguard Worker             if (!requiresEarlyAbandon) {
100*c8dee2aaSAndroid Build Coastguard Worker                 context.fGrContext->abandonContext();
101*c8dee2aaSAndroid Build Coastguard Worker             }
102*c8dee2aaSAndroid Build Coastguard Worker             context.fAbandoned = true;
103*c8dee2aaSAndroid Build Coastguard Worker         }
104*c8dee2aaSAndroid Build Coastguard Worker     }
105*c8dee2aaSAndroid Build Coastguard Worker }
106*c8dee2aaSAndroid Build Coastguard Worker 
releaseResourcesAndAbandonContexts()107*c8dee2aaSAndroid Build Coastguard Worker void GrContextFactory::releaseResourcesAndAbandonContexts() {
108*c8dee2aaSAndroid Build Coastguard Worker     // We must abandon the test contexts in reverse order so that any child context is finished and
109*c8dee2aaSAndroid Build Coastguard Worker     // abandoned before a parent context. This relies on the fact that when we make a new context we
110*c8dee2aaSAndroid Build Coastguard Worker     // append it to the end of fContexts array.
111*c8dee2aaSAndroid Build Coastguard Worker     // TODO: Look into keeping a dependency dag for contexts and deletion order
112*c8dee2aaSAndroid Build Coastguard Worker     for (int i = fContexts.size() - 1; i >= 0; --i) {
113*c8dee2aaSAndroid Build Coastguard Worker         Context& context = fContexts[i];
114*c8dee2aaSAndroid Build Coastguard Worker         SkScopeExit restore(nullptr);
115*c8dee2aaSAndroid Build Coastguard Worker         if (!context.fAbandoned) {
116*c8dee2aaSAndroid Build Coastguard Worker             if (context.fTestContext) {
117*c8dee2aaSAndroid Build Coastguard Worker                 restore = context.fTestContext->makeCurrentAndAutoRestore();
118*c8dee2aaSAndroid Build Coastguard Worker             }
119*c8dee2aaSAndroid Build Coastguard Worker             context.fGrContext->releaseResourcesAndAbandonContext();
120*c8dee2aaSAndroid Build Coastguard Worker             if (context.fTestContext) {
121*c8dee2aaSAndroid Build Coastguard Worker                 delete context.fTestContext;
122*c8dee2aaSAndroid Build Coastguard Worker                 context.fTestContext = nullptr;
123*c8dee2aaSAndroid Build Coastguard Worker             }
124*c8dee2aaSAndroid Build Coastguard Worker             context.fAbandoned = true;
125*c8dee2aaSAndroid Build Coastguard Worker         }
126*c8dee2aaSAndroid Build Coastguard Worker     }
127*c8dee2aaSAndroid Build Coastguard Worker }
128*c8dee2aaSAndroid Build Coastguard Worker 
get(ContextType type,ContextOverrides overrides)129*c8dee2aaSAndroid Build Coastguard Worker GrDirectContext* GrContextFactory::get(ContextType type, ContextOverrides overrides) {
130*c8dee2aaSAndroid Build Coastguard Worker     return this->getContextInfo(type, overrides).directContext();
131*c8dee2aaSAndroid Build Coastguard Worker }
132*c8dee2aaSAndroid Build Coastguard Worker 
getContextInfoInternal(ContextType type,ContextOverrides overrides,GrDirectContext * shareContext,uint32_t shareIndex)133*c8dee2aaSAndroid Build Coastguard Worker ContextInfo GrContextFactory::getContextInfoInternal(ContextType type, ContextOverrides overrides,
134*c8dee2aaSAndroid Build Coastguard Worker                                                      GrDirectContext* shareContext,
135*c8dee2aaSAndroid Build Coastguard Worker                                                      uint32_t shareIndex) {
136*c8dee2aaSAndroid Build Coastguard Worker     // (shareIndex != 0) -> (shareContext != nullptr)
137*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT((shareIndex == 0) || (shareContext != nullptr));
138*c8dee2aaSAndroid Build Coastguard Worker 
139*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < fContexts.size(); ++i) {
140*c8dee2aaSAndroid Build Coastguard Worker         Context& context = fContexts[i];
141*c8dee2aaSAndroid Build Coastguard Worker         if (context.fType == type &&
142*c8dee2aaSAndroid Build Coastguard Worker             context.fOverrides == overrides &&
143*c8dee2aaSAndroid Build Coastguard Worker             context.fShareContext == shareContext &&
144*c8dee2aaSAndroid Build Coastguard Worker             context.fShareIndex == shareIndex &&
145*c8dee2aaSAndroid Build Coastguard Worker             !context.fAbandoned) {
146*c8dee2aaSAndroid Build Coastguard Worker             context.fTestContext->makeCurrent();
147*c8dee2aaSAndroid Build Coastguard Worker             return ContextInfo(context.fType, context.fTestContext, context.fGrContext,
148*c8dee2aaSAndroid Build Coastguard Worker                                context.fOptions);
149*c8dee2aaSAndroid Build Coastguard Worker         }
150*c8dee2aaSAndroid Build Coastguard Worker     }
151*c8dee2aaSAndroid Build Coastguard Worker 
152*c8dee2aaSAndroid Build Coastguard Worker     // If we're trying to create a context in a share group, find the primary context
153*c8dee2aaSAndroid Build Coastguard Worker     Context* primaryContext = nullptr;
154*c8dee2aaSAndroid Build Coastguard Worker     if (shareContext) {
155*c8dee2aaSAndroid Build Coastguard Worker         for (int i = 0; i < fContexts.size(); ++i) {
156*c8dee2aaSAndroid Build Coastguard Worker             if (!fContexts[i].fAbandoned && fContexts[i].fGrContext == shareContext) {
157*c8dee2aaSAndroid Build Coastguard Worker                 primaryContext = &fContexts[i];
158*c8dee2aaSAndroid Build Coastguard Worker                 break;
159*c8dee2aaSAndroid Build Coastguard Worker             }
160*c8dee2aaSAndroid Build Coastguard Worker         }
161*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(primaryContext && primaryContext->fType == type);
162*c8dee2aaSAndroid Build Coastguard Worker     }
163*c8dee2aaSAndroid Build Coastguard Worker 
164*c8dee2aaSAndroid Build Coastguard Worker     std::unique_ptr<TestContext> testCtx;
165*c8dee2aaSAndroid Build Coastguard Worker     GrBackendApi backend = skgpu::ganesh::ContextTypeBackend(type);
166*c8dee2aaSAndroid Build Coastguard Worker     switch (backend) {
167*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_GL
168*c8dee2aaSAndroid Build Coastguard Worker         case GrBackendApi::kOpenGL: {
169*c8dee2aaSAndroid Build Coastguard Worker             GLTestContext* glShareContext = primaryContext
170*c8dee2aaSAndroid Build Coastguard Worker                     ? static_cast<GLTestContext*>(primaryContext->fTestContext) : nullptr;
171*c8dee2aaSAndroid Build Coastguard Worker             GLTestContext* glCtx;
172*c8dee2aaSAndroid Build Coastguard Worker             switch (type) {
173*c8dee2aaSAndroid Build Coastguard Worker                 case ContextType::kGL:
174*c8dee2aaSAndroid Build Coastguard Worker                     glCtx = CreatePlatformGLTestContext(kGL_GrGLStandard, glShareContext);
175*c8dee2aaSAndroid Build Coastguard Worker                     break;
176*c8dee2aaSAndroid Build Coastguard Worker                 case ContextType::kGLES:
177*c8dee2aaSAndroid Build Coastguard Worker                     glCtx = CreatePlatformGLTestContext(kGLES_GrGLStandard, glShareContext);
178*c8dee2aaSAndroid Build Coastguard Worker                     break;
179*c8dee2aaSAndroid Build Coastguard Worker #if SK_ANGLE
180*c8dee2aaSAndroid Build Coastguard Worker                 case ContextType::kANGLE_D3D9_ES2:
181*c8dee2aaSAndroid Build Coastguard Worker                     glCtx = MakeANGLETestContext(ANGLEBackend::kD3D9, ANGLEContextVersion::kES2,
182*c8dee2aaSAndroid Build Coastguard Worker                                                  glShareContext).release();
183*c8dee2aaSAndroid Build Coastguard Worker                     // Chrome will only run on D3D9 with NVIDIA for 2012 and earlier drivers.
184*c8dee2aaSAndroid Build Coastguard Worker                     // (<= 269.73). We get shader link failures when testing on recent drivers
185*c8dee2aaSAndroid Build Coastguard Worker                     // using this backend.
186*c8dee2aaSAndroid Build Coastguard Worker                     if (glCtx) {
187*c8dee2aaSAndroid Build Coastguard Worker                         GrGLDriverInfo info = GrGLGetDriverInfo(glCtx->gl());
188*c8dee2aaSAndroid Build Coastguard Worker                         if (info.fANGLEVendor == GrGLVendor::kNVIDIA) {
189*c8dee2aaSAndroid Build Coastguard Worker                             delete glCtx;
190*c8dee2aaSAndroid Build Coastguard Worker                             return ContextInfo();
191*c8dee2aaSAndroid Build Coastguard Worker                         }
192*c8dee2aaSAndroid Build Coastguard Worker                     }
193*c8dee2aaSAndroid Build Coastguard Worker                     break;
194*c8dee2aaSAndroid Build Coastguard Worker                 case ContextType::kANGLE_D3D11_ES2:
195*c8dee2aaSAndroid Build Coastguard Worker                     glCtx = MakeANGLETestContext(ANGLEBackend::kD3D11, ANGLEContextVersion::kES2,
196*c8dee2aaSAndroid Build Coastguard Worker                                                  glShareContext).release();
197*c8dee2aaSAndroid Build Coastguard Worker                     break;
198*c8dee2aaSAndroid Build Coastguard Worker                 case ContextType::kANGLE_D3D11_ES3:
199*c8dee2aaSAndroid Build Coastguard Worker                     glCtx = MakeANGLETestContext(ANGLEBackend::kD3D11, ANGLEContextVersion::kES3,
200*c8dee2aaSAndroid Build Coastguard Worker                                                  glShareContext).release();
201*c8dee2aaSAndroid Build Coastguard Worker                     break;
202*c8dee2aaSAndroid Build Coastguard Worker                 case ContextType::kANGLE_GL_ES2:
203*c8dee2aaSAndroid Build Coastguard Worker                     glCtx = MakeANGLETestContext(ANGLEBackend::kOpenGL, ANGLEContextVersion::kES2,
204*c8dee2aaSAndroid Build Coastguard Worker                                                  glShareContext).release();
205*c8dee2aaSAndroid Build Coastguard Worker                     break;
206*c8dee2aaSAndroid Build Coastguard Worker                 case ContextType::kANGLE_GL_ES3:
207*c8dee2aaSAndroid Build Coastguard Worker                     glCtx = MakeANGLETestContext(ANGLEBackend::kOpenGL, ANGLEContextVersion::kES3,
208*c8dee2aaSAndroid Build Coastguard Worker                                                  glShareContext).release();
209*c8dee2aaSAndroid Build Coastguard Worker                     break;
210*c8dee2aaSAndroid Build Coastguard Worker                 case ContextType::kANGLE_Metal_ES2:
211*c8dee2aaSAndroid Build Coastguard Worker                     glCtx = MakeANGLETestContext(ANGLEBackend::kMetal, ANGLEContextVersion::kES2,
212*c8dee2aaSAndroid Build Coastguard Worker                                                  glShareContext).release();
213*c8dee2aaSAndroid Build Coastguard Worker                     break;
214*c8dee2aaSAndroid Build Coastguard Worker                 case ContextType::kANGLE_Metal_ES3:
215*c8dee2aaSAndroid Build Coastguard Worker                     glCtx = MakeANGLETestContext(ANGLEBackend::kMetal, ANGLEContextVersion::kES3,
216*c8dee2aaSAndroid Build Coastguard Worker                                                  glShareContext).release();
217*c8dee2aaSAndroid Build Coastguard Worker                     break;
218*c8dee2aaSAndroid Build Coastguard Worker #endif
219*c8dee2aaSAndroid Build Coastguard Worker                 default:
220*c8dee2aaSAndroid Build Coastguard Worker                     return ContextInfo();
221*c8dee2aaSAndroid Build Coastguard Worker             }
222*c8dee2aaSAndroid Build Coastguard Worker             if (!glCtx) {
223*c8dee2aaSAndroid Build Coastguard Worker                 return ContextInfo();
224*c8dee2aaSAndroid Build Coastguard Worker             }
225*c8dee2aaSAndroid Build Coastguard Worker             if (glCtx->gl()->fStandard == kGLES_GrGLStandard &&
226*c8dee2aaSAndroid Build Coastguard Worker                 (overrides & ContextOverrides::kFakeGLESVersionAs2)) {
227*c8dee2aaSAndroid Build Coastguard Worker                 glCtx->overrideVersion("OpenGL ES 2.0", "OpenGL ES GLSL ES 1.00");
228*c8dee2aaSAndroid Build Coastguard Worker             }
229*c8dee2aaSAndroid Build Coastguard Worker             testCtx.reset(glCtx);
230*c8dee2aaSAndroid Build Coastguard Worker             break;
231*c8dee2aaSAndroid Build Coastguard Worker         }
232*c8dee2aaSAndroid Build Coastguard Worker #endif  // SK_GL
233*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_VULKAN
234*c8dee2aaSAndroid Build Coastguard Worker         case GrBackendApi::kVulkan: {
235*c8dee2aaSAndroid Build Coastguard Worker             VkTestContext* vkSharedContext = primaryContext
236*c8dee2aaSAndroid Build Coastguard Worker                     ? static_cast<VkTestContext*>(primaryContext->fTestContext) : nullptr;
237*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(ContextType::kVulkan == type);
238*c8dee2aaSAndroid Build Coastguard Worker             testCtx.reset(CreatePlatformVkTestContext(vkSharedContext));
239*c8dee2aaSAndroid Build Coastguard Worker             if (!testCtx) {
240*c8dee2aaSAndroid Build Coastguard Worker                 return ContextInfo();
241*c8dee2aaSAndroid Build Coastguard Worker             }
242*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_GL
243*c8dee2aaSAndroid Build Coastguard Worker             // We previously had an issue where the VkDevice destruction would occasionally hang
244*c8dee2aaSAndroid Build Coastguard Worker             // on systems with NVIDIA GPUs and having an existing GL context fixed it. Now (Feb
245*c8dee2aaSAndroid Build Coastguard Worker             // 2022) we still need the GL context to keep Vulkan/TSAN bots from running incredibly
246*c8dee2aaSAndroid Build Coastguard Worker             // slow. Perhaps this prevents repeated driver loading/unloading? Note that keeping
247*c8dee2aaSAndroid Build Coastguard Worker             // a persistent VkTestContext around instead was tried and did not work.
248*c8dee2aaSAndroid Build Coastguard Worker             if (!fSentinelGLContext) {
249*c8dee2aaSAndroid Build Coastguard Worker                 fSentinelGLContext.reset(CreatePlatformGLTestContext(kGL_GrGLStandard));
250*c8dee2aaSAndroid Build Coastguard Worker                 if (!fSentinelGLContext) {
251*c8dee2aaSAndroid Build Coastguard Worker                     fSentinelGLContext.reset(CreatePlatformGLTestContext(kGLES_GrGLStandard));
252*c8dee2aaSAndroid Build Coastguard Worker                 }
253*c8dee2aaSAndroid Build Coastguard Worker             }
254*c8dee2aaSAndroid Build Coastguard Worker #endif
255*c8dee2aaSAndroid Build Coastguard Worker             break;
256*c8dee2aaSAndroid Build Coastguard Worker         }
257*c8dee2aaSAndroid Build Coastguard Worker #endif
258*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_METAL
259*c8dee2aaSAndroid Build Coastguard Worker         case GrBackendApi::kMetal: {
260*c8dee2aaSAndroid Build Coastguard Worker             MtlTestContext* mtlSharedContext = primaryContext
261*c8dee2aaSAndroid Build Coastguard Worker                     ? static_cast<MtlTestContext*>(primaryContext->fTestContext) : nullptr;
262*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(ContextType::kMetal == type);
263*c8dee2aaSAndroid Build Coastguard Worker             testCtx.reset(CreatePlatformMtlTestContext(mtlSharedContext));
264*c8dee2aaSAndroid Build Coastguard Worker             if (!testCtx) {
265*c8dee2aaSAndroid Build Coastguard Worker                 return ContextInfo();
266*c8dee2aaSAndroid Build Coastguard Worker             }
267*c8dee2aaSAndroid Build Coastguard Worker             break;
268*c8dee2aaSAndroid Build Coastguard Worker         }
269*c8dee2aaSAndroid Build Coastguard Worker #endif
270*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DIRECT3D
271*c8dee2aaSAndroid Build Coastguard Worker         case GrBackendApi::kDirect3D: {
272*c8dee2aaSAndroid Build Coastguard Worker             D3DTestContext* d3dSharedContext = primaryContext
273*c8dee2aaSAndroid Build Coastguard Worker                     ? static_cast<D3DTestContext*>(primaryContext->fTestContext) : nullptr;
274*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(ContextType::kDirect3D == type);
275*c8dee2aaSAndroid Build Coastguard Worker             testCtx.reset(CreatePlatformD3DTestContext(d3dSharedContext));
276*c8dee2aaSAndroid Build Coastguard Worker             if (!testCtx) {
277*c8dee2aaSAndroid Build Coastguard Worker                 return ContextInfo();
278*c8dee2aaSAndroid Build Coastguard Worker             }
279*c8dee2aaSAndroid Build Coastguard Worker             break;
280*c8dee2aaSAndroid Build Coastguard Worker         }
281*c8dee2aaSAndroid Build Coastguard Worker #endif
282*c8dee2aaSAndroid Build Coastguard Worker         case GrBackendApi::kMock: {
283*c8dee2aaSAndroid Build Coastguard Worker             TestContext* sharedContext = primaryContext ? primaryContext->fTestContext : nullptr;
284*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(ContextType::kMock == type);
285*c8dee2aaSAndroid Build Coastguard Worker             testCtx.reset(CreateMockTestContext(sharedContext));
286*c8dee2aaSAndroid Build Coastguard Worker             if (!testCtx) {
287*c8dee2aaSAndroid Build Coastguard Worker                 return ContextInfo();
288*c8dee2aaSAndroid Build Coastguard Worker             }
289*c8dee2aaSAndroid Build Coastguard Worker             break;
290*c8dee2aaSAndroid Build Coastguard Worker         }
291*c8dee2aaSAndroid Build Coastguard Worker         default:
292*c8dee2aaSAndroid Build Coastguard Worker             return ContextInfo();
293*c8dee2aaSAndroid Build Coastguard Worker     }
294*c8dee2aaSAndroid Build Coastguard Worker 
295*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(testCtx && testCtx->backend() == backend);
296*c8dee2aaSAndroid Build Coastguard Worker     GrContextOptions grOptions = fGlobalOptions;
297*c8dee2aaSAndroid Build Coastguard Worker     if (ContextOverrides::kAvoidStencilBuffers & overrides) {
298*c8dee2aaSAndroid Build Coastguard Worker         grOptions.fAvoidStencilBuffers = true;
299*c8dee2aaSAndroid Build Coastguard Worker     }
300*c8dee2aaSAndroid Build Coastguard Worker     if (ContextOverrides::kReducedShaders & overrides) {
301*c8dee2aaSAndroid Build Coastguard Worker         grOptions.fReducedShaderVariations = true;
302*c8dee2aaSAndroid Build Coastguard Worker     }
303*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<GrDirectContext> grCtx;
304*c8dee2aaSAndroid Build Coastguard Worker     {
305*c8dee2aaSAndroid Build Coastguard Worker         auto restore = testCtx->makeCurrentAndAutoRestore();
306*c8dee2aaSAndroid Build Coastguard Worker         grCtx = testCtx->makeContext(grOptions);
307*c8dee2aaSAndroid Build Coastguard Worker     }
308*c8dee2aaSAndroid Build Coastguard Worker     if (!grCtx) {
309*c8dee2aaSAndroid Build Coastguard Worker         return ContextInfo();
310*c8dee2aaSAndroid Build Coastguard Worker     }
311*c8dee2aaSAndroid Build Coastguard Worker 
312*c8dee2aaSAndroid Build Coastguard Worker     if (shareContext) {
313*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(grCtx->directContextID() != shareContext->directContextID());
314*c8dee2aaSAndroid Build Coastguard Worker     }
315*c8dee2aaSAndroid Build Coastguard Worker 
316*c8dee2aaSAndroid Build Coastguard Worker     // We must always add new contexts by pushing to the back so that when we delete them we delete
317*c8dee2aaSAndroid Build Coastguard Worker     // them in reverse order in which they were made.
318*c8dee2aaSAndroid Build Coastguard Worker     Context& context = fContexts.push_back();
319*c8dee2aaSAndroid Build Coastguard Worker     context.fBackend = backend;
320*c8dee2aaSAndroid Build Coastguard Worker     context.fTestContext = testCtx.release();
321*c8dee2aaSAndroid Build Coastguard Worker     context.fGrContext = SkRef(grCtx.get());
322*c8dee2aaSAndroid Build Coastguard Worker     context.fType = type;
323*c8dee2aaSAndroid Build Coastguard Worker     context.fOverrides = overrides;
324*c8dee2aaSAndroid Build Coastguard Worker     context.fAbandoned = false;
325*c8dee2aaSAndroid Build Coastguard Worker     context.fShareContext = shareContext;
326*c8dee2aaSAndroid Build Coastguard Worker     context.fShareIndex = shareIndex;
327*c8dee2aaSAndroid Build Coastguard Worker     context.fOptions = grOptions;
328*c8dee2aaSAndroid Build Coastguard Worker     context.fTestContext->makeCurrent();
329*c8dee2aaSAndroid Build Coastguard Worker     return ContextInfo(context.fType, context.fTestContext, context.fGrContext, context.fOptions);
330*c8dee2aaSAndroid Build Coastguard Worker }
331*c8dee2aaSAndroid Build Coastguard Worker 
getContextInfo(ContextType type,ContextOverrides overrides)332*c8dee2aaSAndroid Build Coastguard Worker ContextInfo GrContextFactory::getContextInfo(ContextType type, ContextOverrides overrides) {
333*c8dee2aaSAndroid Build Coastguard Worker     return this->getContextInfoInternal(type, overrides, nullptr, 0);
334*c8dee2aaSAndroid Build Coastguard Worker }
335*c8dee2aaSAndroid Build Coastguard Worker 
getSharedContextInfo(GrDirectContext * shareContext,uint32_t shareIndex)336*c8dee2aaSAndroid Build Coastguard Worker ContextInfo GrContextFactory::getSharedContextInfo(GrDirectContext* shareContext,
337*c8dee2aaSAndroid Build Coastguard Worker                                                    uint32_t shareIndex) {
338*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(shareContext);
339*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < fContexts.size(); ++i) {
340*c8dee2aaSAndroid Build Coastguard Worker         if (!fContexts[i].fAbandoned && fContexts[i].fGrContext == shareContext) {
341*c8dee2aaSAndroid Build Coastguard Worker             return this->getContextInfoInternal(fContexts[i].fType, fContexts[i].fOverrides,
342*c8dee2aaSAndroid Build Coastguard Worker                                                 shareContext, shareIndex);
343*c8dee2aaSAndroid Build Coastguard Worker         }
344*c8dee2aaSAndroid Build Coastguard Worker     }
345*c8dee2aaSAndroid Build Coastguard Worker 
346*c8dee2aaSAndroid Build Coastguard Worker     return ContextInfo();
347*c8dee2aaSAndroid Build Coastguard Worker }
348*c8dee2aaSAndroid Build Coastguard Worker 
349*c8dee2aaSAndroid Build Coastguard Worker }  // namespace sk_gpu_test
350