1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2020 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
9*c8dee2aaSAndroid Build Coastguard Worker #include "tests/Test.h"
10*c8dee2aaSAndroid Build Coastguard Worker
11*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_VULKAN
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkAlphaType.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorSpace.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorType.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImage.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/GpuTypes.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrBackendSurface.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrTypes.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/MutableTextureState.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/SkImageGanesh.h"
23*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/vk/GrVkBackendSurface.h"
24*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/vk/GrVkTypes.h"
25*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/vk/VulkanMutableTextureState.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrDirectContextPriv.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSurfaceProxy.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrTextureProxy.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkCaps.h"
30*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkGpu.h"
31*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkImage.h"
32*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkTexture.h"
33*c8dee2aaSAndroid Build Coastguard Worker #include "tests/CtsEnforcement.h"
34*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/ProxyUtils.h"
35*c8dee2aaSAndroid Build Coastguard Worker
36*c8dee2aaSAndroid Build Coastguard Worker #include <vulkan/vulkan_core.h>
37*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
38*c8dee2aaSAndroid Build Coastguard Worker
39*c8dee2aaSAndroid Build Coastguard Worker class GrTexture;
40*c8dee2aaSAndroid Build Coastguard Worker struct GrContextOptions;
41*c8dee2aaSAndroid Build Coastguard Worker
42*c8dee2aaSAndroid Build Coastguard Worker using skgpu::MutableTextureStates::GetVkImageLayout;
43*c8dee2aaSAndroid Build Coastguard Worker using skgpu::MutableTextureStates::GetVkQueueFamilyIndex;
44*c8dee2aaSAndroid Build Coastguard Worker
DEF_GANESH_TEST_FOR_VULKAN_CONTEXT(VkBackendSurfaceMutableStateTest,reporter,ctxInfo,CtsEnforcement::kApiLevel_T)45*c8dee2aaSAndroid Build Coastguard Worker DEF_GANESH_TEST_FOR_VULKAN_CONTEXT(VkBackendSurfaceMutableStateTest,
46*c8dee2aaSAndroid Build Coastguard Worker reporter,
47*c8dee2aaSAndroid Build Coastguard Worker ctxInfo,
48*c8dee2aaSAndroid Build Coastguard Worker CtsEnforcement::kApiLevel_T) {
49*c8dee2aaSAndroid Build Coastguard Worker using namespace skgpu;
50*c8dee2aaSAndroid Build Coastguard Worker
51*c8dee2aaSAndroid Build Coastguard Worker auto dContext = ctxInfo.directContext();
52*c8dee2aaSAndroid Build Coastguard Worker
53*c8dee2aaSAndroid Build Coastguard Worker Protected isProtected = Protected(dContext->priv().caps()->supportsProtectedContent());
54*c8dee2aaSAndroid Build Coastguard Worker
55*c8dee2aaSAndroid Build Coastguard Worker GrBackendFormat format = GrBackendFormats::MakeVk(VK_FORMAT_R8G8B8A8_UNORM);
56*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture backendTex = dContext->createBackendTexture(
57*c8dee2aaSAndroid Build Coastguard Worker 32, 32, format, Mipmapped::kNo, GrRenderable::kNo, isProtected);
58*c8dee2aaSAndroid Build Coastguard Worker
59*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, backendTex.isValid());
60*c8dee2aaSAndroid Build Coastguard Worker
61*c8dee2aaSAndroid Build Coastguard Worker GrVkImageInfo info;
62*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex, &info));
63*c8dee2aaSAndroid Build Coastguard Worker VkImageLayout initLayout = info.fImageLayout;
64*c8dee2aaSAndroid Build Coastguard Worker uint32_t initQueue = info.fCurrentQueueFamily;
65*c8dee2aaSAndroid Build Coastguard Worker MutableTextureState initState = skgpu::MutableTextureStates::MakeVulkan(initLayout, initQueue);
66*c8dee2aaSAndroid Build Coastguard Worker
67*c8dee2aaSAndroid Build Coastguard Worker // Verify that setting that state via a copy of a backendTexture is reflected in all the
68*c8dee2aaSAndroid Build Coastguard Worker // backendTextures.
69*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture backendTexCopy = backendTex;
70*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTexCopy, &info));
71*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
72*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initQueue == info.fCurrentQueueFamily);
73*c8dee2aaSAndroid Build Coastguard Worker
74*c8dee2aaSAndroid Build Coastguard Worker MutableTextureState newState = skgpu::MutableTextureStates::MakeVulkan(
75*c8dee2aaSAndroid Build Coastguard Worker VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_QUEUE_FAMILY_IGNORED);
76*c8dee2aaSAndroid Build Coastguard Worker backendTexCopy.setMutableState(newState);
77*c8dee2aaSAndroid Build Coastguard Worker
78*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex, &info));
79*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout);
80*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_QUEUE_FAMILY_IGNORED == info.fCurrentQueueFamily);
81*c8dee2aaSAndroid Build Coastguard Worker
82*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTexCopy, &info));
83*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout);
84*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_QUEUE_FAMILY_IGNORED == info.fCurrentQueueFamily);
85*c8dee2aaSAndroid Build Coastguard Worker
86*c8dee2aaSAndroid Build Coastguard Worker // Setting back to the init state since we didn't actually change it
87*c8dee2aaSAndroid Build Coastguard Worker backendTex.setMutableState(initState);
88*c8dee2aaSAndroid Build Coastguard Worker
89*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImage> wrappedImage = SkImages::BorrowTextureFrom(dContext,
90*c8dee2aaSAndroid Build Coastguard Worker backendTex,
91*c8dee2aaSAndroid Build Coastguard Worker kTopLeft_GrSurfaceOrigin,
92*c8dee2aaSAndroid Build Coastguard Worker kRGBA_8888_SkColorType,
93*c8dee2aaSAndroid Build Coastguard Worker kPremul_SkAlphaType,
94*c8dee2aaSAndroid Build Coastguard Worker nullptr);
95*c8dee2aaSAndroid Build Coastguard Worker
96*c8dee2aaSAndroid Build Coastguard Worker GrSurfaceProxy* proxy = sk_gpu_test::GetTextureImageProxy(wrappedImage.get(), dContext);
97*c8dee2aaSAndroid Build Coastguard Worker
98*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, proxy);
99*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, proxy->isInstantiated());
100*c8dee2aaSAndroid Build Coastguard Worker GrTexture* texture = proxy->peekTexture();
101*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, texture);
102*c8dee2aaSAndroid Build Coastguard Worker
103*c8dee2aaSAndroid Build Coastguard Worker // Verify that modifying the layout via the GrVkTexture is reflected in the GrBackendTexture
104*c8dee2aaSAndroid Build Coastguard Worker GrVkImage* vkTexture = static_cast<GrVkTexture*>(texture)->textureImage();
105*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initLayout == vkTexture->currentLayout());
106*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initQueue == vkTexture->currentQueueFamilyIndex());
107*c8dee2aaSAndroid Build Coastguard Worker vkTexture->updateImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
108*c8dee2aaSAndroid Build Coastguard Worker
109*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex, &info));
110*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL == info.fImageLayout);
111*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initQueue == info.fCurrentQueueFamily);
112*c8dee2aaSAndroid Build Coastguard Worker
113*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture backendTexImage;
114*c8dee2aaSAndroid Build Coastguard Worker bool ok = SkImages::GetBackendTextureFromImage(wrappedImage, &backendTexImage, false);
115*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, ok);
116*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTexImage, &info));
117*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL == info.fImageLayout);
118*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initQueue == info.fCurrentQueueFamily);
119*c8dee2aaSAndroid Build Coastguard Worker
120*c8dee2aaSAndroid Build Coastguard Worker // Verify that modifying the layout via the GrBackendTexutre is reflected in the GrVkTexture
121*c8dee2aaSAndroid Build Coastguard Worker backendTexImage.setMutableState(newState);
122*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter,
123*c8dee2aaSAndroid Build Coastguard Worker VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == vkTexture->currentLayout());
124*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_QUEUE_FAMILY_IGNORED == info.fCurrentQueueFamily);
125*c8dee2aaSAndroid Build Coastguard Worker
126*c8dee2aaSAndroid Build Coastguard Worker vkTexture->setQueueFamilyIndex(initQueue);
127*c8dee2aaSAndroid Build Coastguard Worker vkTexture->updateImageLayout(initLayout);
128*c8dee2aaSAndroid Build Coastguard Worker
129*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex, &info));
130*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
131*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initQueue == info.fCurrentQueueFamily);
132*c8dee2aaSAndroid Build Coastguard Worker
133*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTexCopy, &info));
134*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
135*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initQueue == info.fCurrentQueueFamily);
136*c8dee2aaSAndroid Build Coastguard Worker
137*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTexImage, &info));
138*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
139*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initQueue == info.fCurrentQueueFamily);
140*c8dee2aaSAndroid Build Coastguard Worker
141*c8dee2aaSAndroid Build Coastguard Worker // Test using the setBackendTextureStateAPI. Unlike the previous test this will actually add
142*c8dee2aaSAndroid Build Coastguard Worker // real transitions to the image so we need to be careful about doing actual valid transitions.
143*c8dee2aaSAndroid Build Coastguard Worker GrVkGpu* gpu = static_cast<GrVkGpu*>(dContext->priv().getGpu());
144*c8dee2aaSAndroid Build Coastguard Worker
145*c8dee2aaSAndroid Build Coastguard Worker MutableTextureState previousState;
146*c8dee2aaSAndroid Build Coastguard Worker
147*c8dee2aaSAndroid Build Coastguard Worker dContext->setBackendTextureState(backendTex, newState, &previousState);
148*c8dee2aaSAndroid Build Coastguard Worker
149*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex, &info));
150*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout);
151*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, gpu->queueIndex() == info.fCurrentQueueFamily);
152*c8dee2aaSAndroid Build Coastguard Worker
153*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, previousState.isValid());
154*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, previousState.backend() == BackendApi::kVulkan);
155*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GetVkImageLayout(previousState) == initLayout);
156*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GetVkQueueFamilyIndex(previousState) == initQueue);
157*c8dee2aaSAndroid Build Coastguard Worker
158*c8dee2aaSAndroid Build Coastguard Worker // Make sure passing in VK_IMAGE_LAYOUT_UNDEFINED does not change the layout
159*c8dee2aaSAndroid Build Coastguard Worker MutableTextureState noopState = skgpu::MutableTextureStates::MakeVulkan(
160*c8dee2aaSAndroid Build Coastguard Worker VK_IMAGE_LAYOUT_UNDEFINED, VK_QUEUE_FAMILY_IGNORED);
161*c8dee2aaSAndroid Build Coastguard Worker dContext->setBackendTextureState(backendTex, noopState, &previousState);
162*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex, &info));
163*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout);
164*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, gpu->queueIndex() == info.fCurrentQueueFamily);
165*c8dee2aaSAndroid Build Coastguard Worker
166*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, previousState.isValid());
167*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, previousState.backend() == BackendApi::kVulkan);
168*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter,
169*c8dee2aaSAndroid Build Coastguard Worker GetVkImageLayout(previousState) == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
170*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GetVkQueueFamilyIndex(previousState) == gpu->queueIndex());
171*c8dee2aaSAndroid Build Coastguard Worker
172*c8dee2aaSAndroid Build Coastguard Worker // To test queue transitions, we don't have any other valid queue available so instead we try
173*c8dee2aaSAndroid Build Coastguard Worker // to transition to external queue.
174*c8dee2aaSAndroid Build Coastguard Worker if (gpu->vkCaps().supportsExternalMemory()) {
175*c8dee2aaSAndroid Build Coastguard Worker MutableTextureState externalState = skgpu::MutableTextureStates::MakeVulkan(
176*c8dee2aaSAndroid Build Coastguard Worker VK_IMAGE_LAYOUT_GENERAL, VK_QUEUE_FAMILY_EXTERNAL);
177*c8dee2aaSAndroid Build Coastguard Worker
178*c8dee2aaSAndroid Build Coastguard Worker dContext->setBackendTextureState(backendTex, externalState, &previousState);
179*c8dee2aaSAndroid Build Coastguard Worker
180*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex, &info));
181*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_GENERAL == info.fImageLayout);
182*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_QUEUE_FAMILY_EXTERNAL == info.fCurrentQueueFamily);
183*c8dee2aaSAndroid Build Coastguard Worker
184*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, previousState.isValid());
185*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, previousState.backend() == BackendApi::kVulkan);
186*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter,
187*c8dee2aaSAndroid Build Coastguard Worker GetVkImageLayout(previousState) == VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
188*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GetVkQueueFamilyIndex(previousState) == gpu->queueIndex());
189*c8dee2aaSAndroid Build Coastguard Worker
190*c8dee2aaSAndroid Build Coastguard Worker dContext->submit();
191*c8dee2aaSAndroid Build Coastguard Worker
192*c8dee2aaSAndroid Build Coastguard Worker // Go back to the initial queue. Also we should stay in VK_IMAGE_LAYOUT_GENERAL since we
193*c8dee2aaSAndroid Build Coastguard Worker // are passing in VK_IMAGE_LAYOUT_UNDEFINED
194*c8dee2aaSAndroid Build Coastguard Worker MutableTextureState externalState2 =
195*c8dee2aaSAndroid Build Coastguard Worker skgpu::MutableTextureStates::MakeVulkan(VK_IMAGE_LAYOUT_UNDEFINED, initQueue);
196*c8dee2aaSAndroid Build Coastguard Worker dContext->setBackendTextureState(backendTex, externalState2, &previousState);
197*c8dee2aaSAndroid Build Coastguard Worker
198*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex, &info));
199*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_GENERAL == info.fImageLayout);
200*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, gpu->queueIndex() == info.fCurrentQueueFamily);
201*c8dee2aaSAndroid Build Coastguard Worker
202*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, previousState.isValid());
203*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, previousState.backend() == BackendApi::kVulkan);
204*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GetVkImageLayout(previousState) == VK_IMAGE_LAYOUT_GENERAL);
205*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GetVkQueueFamilyIndex(previousState) == VK_QUEUE_FAMILY_EXTERNAL);
206*c8dee2aaSAndroid Build Coastguard Worker }
207*c8dee2aaSAndroid Build Coastguard Worker
208*c8dee2aaSAndroid Build Coastguard Worker // We must submit this work before we try to delete the backend texture.
209*c8dee2aaSAndroid Build Coastguard Worker dContext->submit(GrSyncCpu::kYes);
210*c8dee2aaSAndroid Build Coastguard Worker
211*c8dee2aaSAndroid Build Coastguard Worker dContext->deleteBackendTexture(backendTex);
212*c8dee2aaSAndroid Build Coastguard Worker }
213*c8dee2aaSAndroid Build Coastguard Worker
214*c8dee2aaSAndroid Build Coastguard Worker #endif
215