1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2018 Google Inc.
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 // This is a GPU-backend specific test. It relies on static initializers to work
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
11*c8dee2aaSAndroid Build Coastguard Worker
12*c8dee2aaSAndroid Build Coastguard Worker #if defined(SK_VULKAN)
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkAlphaType.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorSpace.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkColorType.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkImage.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/GpuTypes.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrBackendSurface.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrDirectContext.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrTypes.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/private/gpu/ganesh/GrTypesPriv.h"
26*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrDirectContextPriv.h"
27*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSurface.h"
28*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSurfaceProxy.h"
29*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrTextureProxy.h"
30*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/image/GrImageUtils.h"
31*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkCaps.h"
32*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkImage.h"
33*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkTexture.h"
34*c8dee2aaSAndroid Build Coastguard Worker #include "tests/CtsEnforcement.h"
35*c8dee2aaSAndroid Build Coastguard Worker #include "tests/Test.h"
36*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/ManagedBackendTexture.h"
37*c8dee2aaSAndroid Build Coastguard Worker #include "tools/gpu/ProxyUtils.h"
38*c8dee2aaSAndroid Build Coastguard Worker
39*c8dee2aaSAndroid Build Coastguard Worker #include <vulkan/vulkan_core.h>
40*c8dee2aaSAndroid Build Coastguard Worker
41*c8dee2aaSAndroid Build Coastguard Worker class GrTexture;
42*c8dee2aaSAndroid Build Coastguard Worker struct GrContextOptions;
43*c8dee2aaSAndroid Build Coastguard Worker
DEF_GANESH_TEST_FOR_VULKAN_CONTEXT(VkDRMModifierTest,reporter,ctxInfo,CtsEnforcement::kNever)44*c8dee2aaSAndroid Build Coastguard Worker DEF_GANESH_TEST_FOR_VULKAN_CONTEXT(VkDRMModifierTest, reporter, ctxInfo, CtsEnforcement::kNever) {
45*c8dee2aaSAndroid Build Coastguard Worker using namespace skgpu;
46*c8dee2aaSAndroid Build Coastguard Worker
47*c8dee2aaSAndroid Build Coastguard Worker auto dContext = ctxInfo.directContext();
48*c8dee2aaSAndroid Build Coastguard Worker
49*c8dee2aaSAndroid Build Coastguard Worker const GrVkCaps* vkCaps = static_cast<const GrVkCaps*>(dContext->priv().caps());
50*c8dee2aaSAndroid Build Coastguard Worker if (!vkCaps->supportsDRMFormatModifiers()) {
51*c8dee2aaSAndroid Build Coastguard Worker return;
52*c8dee2aaSAndroid Build Coastguard Worker }
53*c8dee2aaSAndroid Build Coastguard Worker
54*c8dee2aaSAndroid Build Coastguard Worker Protected isProtected = Protected(vkCaps->supportsProtectedContent());
55*c8dee2aaSAndroid Build Coastguard Worker
56*c8dee2aaSAndroid Build Coastguard Worker // First make a normal backend texture with DRM
57*c8dee2aaSAndroid Build Coastguard Worker auto mbet = sk_gpu_test::ManagedBackendTexture::MakeWithoutData(
58*c8dee2aaSAndroid Build Coastguard Worker dContext, 1, 1, kRGBA_8888_SkColorType, Mipmapped::kNo, GrRenderable::kNo, isProtected);
59*c8dee2aaSAndroid Build Coastguard Worker if (!mbet) {
60*c8dee2aaSAndroid Build Coastguard Worker ERRORF(reporter, "Could not create backend texture.");
61*c8dee2aaSAndroid Build Coastguard Worker return;
62*c8dee2aaSAndroid Build Coastguard Worker }
63*c8dee2aaSAndroid Build Coastguard Worker
64*c8dee2aaSAndroid Build Coastguard Worker GrVkImageInfo info;
65*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(mbet->texture(), &info));
66*c8dee2aaSAndroid Build Coastguard Worker
67*c8dee2aaSAndroid Build Coastguard Worker // Next we will use the same VkImageInfo but lie to say tiling is a DRM modifier. This should
68*c8dee2aaSAndroid Build Coastguard Worker // cause us to think the resource is eternal/read only internally. Though since we don't
69*c8dee2aaSAndroid Build Coastguard Worker // explicitly pass in the tiling to anything, this shouldn't cause us to do anything illegal.
70*c8dee2aaSAndroid Build Coastguard Worker info.fImageTiling = VK_IMAGE_TILING_DRM_FORMAT_MODIFIER_EXT;
71*c8dee2aaSAndroid Build Coastguard Worker
72*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture drmBETex = GrBackendTextures::MakeVk(1, 1, info);
73*c8dee2aaSAndroid Build Coastguard Worker GrBackendFormat drmFormat = GrBackendFormats::MakeVk(info.fFormat, true);
74*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, drmFormat == drmBETex.getBackendFormat());
75*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, drmBETex.textureType() == GrTextureType::kExternal);
76*c8dee2aaSAndroid Build Coastguard Worker
77*c8dee2aaSAndroid Build Coastguard Worker // Now wrap the texture in an SkImage and make sure we have the required read only properties
78*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImage> drmImage = SkImages::BorrowTextureFrom(dContext,
79*c8dee2aaSAndroid Build Coastguard Worker drmBETex,
80*c8dee2aaSAndroid Build Coastguard Worker kTopLeft_GrSurfaceOrigin,
81*c8dee2aaSAndroid Build Coastguard Worker kRGBA_8888_SkColorType,
82*c8dee2aaSAndroid Build Coastguard Worker kPremul_SkAlphaType,
83*c8dee2aaSAndroid Build Coastguard Worker nullptr);
84*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, drmImage);
85*c8dee2aaSAndroid Build Coastguard Worker
86*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture actual;
87*c8dee2aaSAndroid Build Coastguard Worker bool ok = SkImages::GetBackendTextureFromImage(drmImage, &actual, false);
88*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, ok);
89*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTexture::TestingOnly_Equals(actual, drmBETex));
90*c8dee2aaSAndroid Build Coastguard Worker
91*c8dee2aaSAndroid Build Coastguard Worker auto [view, _] = skgpu::ganesh::AsView(dContext, drmImage, Mipmapped::kNo);
92*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, view);
93*c8dee2aaSAndroid Build Coastguard Worker const GrSurfaceProxy* proxy = view.proxy();
94*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, proxy);
95*c8dee2aaSAndroid Build Coastguard Worker
96*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, proxy->readOnly());
97*c8dee2aaSAndroid Build Coastguard Worker
98*c8dee2aaSAndroid Build Coastguard Worker const GrSurface* surf = proxy->peekSurface();
99*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, surf);
100*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, surf->readOnly());
101*c8dee2aaSAndroid Build Coastguard Worker
102*c8dee2aaSAndroid Build Coastguard Worker drmImage.reset();
103*c8dee2aaSAndroid Build Coastguard Worker }
104*c8dee2aaSAndroid Build Coastguard Worker
DEF_GANESH_TEST_FOR_VULKAN_CONTEXT(VkImageLayoutTest,reporter,ctxInfo,CtsEnforcement::kNever)105*c8dee2aaSAndroid Build Coastguard Worker DEF_GANESH_TEST_FOR_VULKAN_CONTEXT(VkImageLayoutTest, reporter, ctxInfo, CtsEnforcement::kNever) {
106*c8dee2aaSAndroid Build Coastguard Worker using namespace skgpu;
107*c8dee2aaSAndroid Build Coastguard Worker
108*c8dee2aaSAndroid Build Coastguard Worker auto dContext = ctxInfo.directContext();
109*c8dee2aaSAndroid Build Coastguard Worker
110*c8dee2aaSAndroid Build Coastguard Worker Protected isProtected = Protected(dContext->priv().caps()->supportsProtectedContent());
111*c8dee2aaSAndroid Build Coastguard Worker
112*c8dee2aaSAndroid Build Coastguard Worker auto mbet = sk_gpu_test::ManagedBackendTexture::MakeWithoutData(
113*c8dee2aaSAndroid Build Coastguard Worker dContext, 1, 1, kRGBA_8888_SkColorType, Mipmapped::kNo, GrRenderable::kNo, isProtected);
114*c8dee2aaSAndroid Build Coastguard Worker if (!mbet) {
115*c8dee2aaSAndroid Build Coastguard Worker ERRORF(reporter, "Could not create backend texture.");
116*c8dee2aaSAndroid Build Coastguard Worker return;
117*c8dee2aaSAndroid Build Coastguard Worker }
118*c8dee2aaSAndroid Build Coastguard Worker
119*c8dee2aaSAndroid Build Coastguard Worker GrVkImageInfo info;
120*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(mbet->texture(), &info));
121*c8dee2aaSAndroid Build Coastguard Worker VkImageLayout initLayout = info.fImageLayout;
122*c8dee2aaSAndroid Build Coastguard Worker
123*c8dee2aaSAndroid Build Coastguard Worker // Verify that setting that layout via a copy of a backendTexture is reflected in all the
124*c8dee2aaSAndroid Build Coastguard Worker // backendTextures.
125*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture backendTex1 = mbet->texture();
126*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture backendTex2 = backendTex1;
127*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex2, &info));
128*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
129*c8dee2aaSAndroid Build Coastguard Worker
130*c8dee2aaSAndroid Build Coastguard Worker GrBackendTextures::SetVkImageLayout(&backendTex2, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
131*c8dee2aaSAndroid Build Coastguard Worker
132*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex1, &info));
133*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout);
134*c8dee2aaSAndroid Build Coastguard Worker
135*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex2, &info));
136*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL == info.fImageLayout);
137*c8dee2aaSAndroid Build Coastguard Worker
138*c8dee2aaSAndroid Build Coastguard Worker // Setting back the layout since we didn't actually change it
139*c8dee2aaSAndroid Build Coastguard Worker GrBackendTextures::SetVkImageLayout(&backendTex1, initLayout);
140*c8dee2aaSAndroid Build Coastguard Worker
141*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImage> wrappedImage =
142*c8dee2aaSAndroid Build Coastguard Worker SkImages::BorrowTextureFrom(dContext,
143*c8dee2aaSAndroid Build Coastguard Worker backendTex1,
144*c8dee2aaSAndroid Build Coastguard Worker kTopLeft_GrSurfaceOrigin,
145*c8dee2aaSAndroid Build Coastguard Worker kRGBA_8888_SkColorType,
146*c8dee2aaSAndroid Build Coastguard Worker kPremul_SkAlphaType,
147*c8dee2aaSAndroid Build Coastguard Worker /*color space*/ nullptr,
148*c8dee2aaSAndroid Build Coastguard Worker sk_gpu_test::ManagedBackendTexture::ReleaseProc,
149*c8dee2aaSAndroid Build Coastguard Worker mbet->releaseContext());
150*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, wrappedImage.get());
151*c8dee2aaSAndroid Build Coastguard Worker
152*c8dee2aaSAndroid Build Coastguard Worker GrSurfaceProxy* proxy = sk_gpu_test::GetTextureImageProxy(wrappedImage.get(), dContext);
153*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, proxy);
154*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, proxy->isInstantiated());
155*c8dee2aaSAndroid Build Coastguard Worker GrTexture* texture = proxy->peekTexture();
156*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, texture);
157*c8dee2aaSAndroid Build Coastguard Worker
158*c8dee2aaSAndroid Build Coastguard Worker // Verify that modifying the layout via the GrVkTexture is reflected in the GrBackendTexture
159*c8dee2aaSAndroid Build Coastguard Worker GrVkImage* vkTexture = static_cast<GrVkTexture*>(texture)->textureImage();
160*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initLayout == vkTexture->currentLayout());
161*c8dee2aaSAndroid Build Coastguard Worker vkTexture->updateImageLayout(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
162*c8dee2aaSAndroid Build Coastguard Worker
163*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex1, &info));
164*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL == info.fImageLayout);
165*c8dee2aaSAndroid Build Coastguard Worker
166*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture backendTexImage;
167*c8dee2aaSAndroid Build Coastguard Worker bool ok = SkImages::GetBackendTextureFromImage(wrappedImage, &backendTexImage, false);
168*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, ok);
169*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTexImage, &info));
170*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL == info.fImageLayout);
171*c8dee2aaSAndroid Build Coastguard Worker
172*c8dee2aaSAndroid Build Coastguard Worker // Verify that modifying the layout via the GrBackendTexutre is reflected in the GrVkTexture
173*c8dee2aaSAndroid Build Coastguard Worker GrBackendTextures::SetVkImageLayout(&backendTexImage, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
174*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL == vkTexture->currentLayout());
175*c8dee2aaSAndroid Build Coastguard Worker
176*c8dee2aaSAndroid Build Coastguard Worker vkTexture->updateImageLayout(initLayout);
177*c8dee2aaSAndroid Build Coastguard Worker
178*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex1, &info));
179*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
180*c8dee2aaSAndroid Build Coastguard Worker
181*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTex2, &info));
182*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
183*c8dee2aaSAndroid Build Coastguard Worker
184*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(backendTexImage, &info));
185*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, initLayout == info.fImageLayout);
186*c8dee2aaSAndroid Build Coastguard Worker
187*c8dee2aaSAndroid Build Coastguard Worker // Check that we can do things like assigning the backend texture to invalid one, assign an
188*c8dee2aaSAndroid Build Coastguard Worker // invalid one, assin a backend texture to inself etc. Success here is that we don't hit any of
189*c8dee2aaSAndroid Build Coastguard Worker // our ref counting asserts.
190*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTexture::TestingOnly_Equals(backendTex1, backendTex2));
191*c8dee2aaSAndroid Build Coastguard Worker
192*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture invalidTexture;
193*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, !invalidTexture.isValid());
194*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, !GrBackendTexture::TestingOnly_Equals(invalidTexture, backendTex2));
195*c8dee2aaSAndroid Build Coastguard Worker
196*c8dee2aaSAndroid Build Coastguard Worker backendTex2 = invalidTexture;
197*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, !backendTex2.isValid());
198*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, !GrBackendTexture::TestingOnly_Equals(invalidTexture, backendTex2));
199*c8dee2aaSAndroid Build Coastguard Worker
200*c8dee2aaSAndroid Build Coastguard Worker invalidTexture = backendTex1;
201*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, invalidTexture.isValid());
202*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTexture::TestingOnly_Equals(invalidTexture, backendTex1));
203*c8dee2aaSAndroid Build Coastguard Worker
204*c8dee2aaSAndroid Build Coastguard Worker invalidTexture = static_cast<decltype(invalidTexture)&>(invalidTexture);
205*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, invalidTexture.isValid());
206*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTexture::TestingOnly_Equals(invalidTexture, invalidTexture));
207*c8dee2aaSAndroid Build Coastguard Worker }
208*c8dee2aaSAndroid Build Coastguard Worker
209*c8dee2aaSAndroid Build Coastguard Worker // This test is disabled because it executes illegal vulkan calls which cause the validations layers
210*c8dee2aaSAndroid Build Coastguard Worker // to fail and makes us assert. Once fixed to use a valid vulkan call sequence it should be
211*c8dee2aaSAndroid Build Coastguard Worker // renenabled, see skbug.com/8936.
212*c8dee2aaSAndroid Build Coastguard Worker #if 0
213*c8dee2aaSAndroid Build Coastguard Worker // Test to make sure we transition from the EXTERNAL queue even when no layout transition is needed.
214*c8dee2aaSAndroid Build Coastguard Worker DEF_GANESH_TEST_FOR_VULKAN_CONTEXT(VkTransitionExternalQueueTest, reporter, ctxInfo,
215*c8dee2aaSAndroid Build Coastguard Worker CtsEnforcement::kApiLevel_T) {
216*c8dee2aaSAndroid Build Coastguard Worker auto dContext = ctxInfo.directContext();
217*c8dee2aaSAndroid Build Coastguard Worker GrGpu* gpu = dContext->priv().getGpu();
218*c8dee2aaSAndroid Build Coastguard Worker GrVkGpu* vkGpu = static_cast<GrVkGpu*>(gpu);
219*c8dee2aaSAndroid Build Coastguard Worker if (!vkGpu->vkCaps().supportsExternalMemory()) {
220*c8dee2aaSAndroid Build Coastguard Worker return;
221*c8dee2aaSAndroid Build Coastguard Worker }
222*c8dee2aaSAndroid Build Coastguard Worker
223*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture backendTex = dContext->createBackendTexture(
224*c8dee2aaSAndroid Build Coastguard Worker 1, 1, kRGBA_8888_SkColorType,
225*c8dee2aaSAndroid Build Coastguard Worker SkColors::kTransparent, skgpu::Mipmapped::kNo, GrRenderable::kNo);
226*c8dee2aaSAndroid Build Coastguard Worker sk_sp<SkImage> image;
227*c8dee2aaSAndroid Build Coastguard Worker // Make a backend texture with an external queue family and general layout.
228*c8dee2aaSAndroid Build Coastguard Worker GrVkImageInfo vkInfo;
229*c8dee2aaSAndroid Build Coastguard Worker if (!GrBackendTextures::GetVkImageInfo(backendTex, &vkInfo)) {
230*c8dee2aaSAndroid Build Coastguard Worker return;
231*c8dee2aaSAndroid Build Coastguard Worker }
232*c8dee2aaSAndroid Build Coastguard Worker vkInfo.fCurrentQueueFamily = VK_QUEUE_FAMILY_EXTERNAL;
233*c8dee2aaSAndroid Build Coastguard Worker // Use a read-only layout as these are the ones where we can otherwise skip a transition.
234*c8dee2aaSAndroid Build Coastguard Worker vkInfo.fImageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
235*c8dee2aaSAndroid Build Coastguard Worker
236*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture vkExtTex(1, 1, vkInfo);
237*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, vkExtTex.isValid());
238*c8dee2aaSAndroid Build Coastguard Worker image = SkImages::BorrowTextureFrom(dContext, vkExtTex, kTopLeft_GrSurfaceOrigin,
239*c8dee2aaSAndroid Build Coastguard Worker kRGBA_8888_SkColorType, kPremul_SkAlphaType, nullptr, nullptr,
240*c8dee2aaSAndroid Build Coastguard Worker nullptr);
241*c8dee2aaSAndroid Build Coastguard Worker
242*c8dee2aaSAndroid Build Coastguard Worker if (!image) {
243*c8dee2aaSAndroid Build Coastguard Worker return;
244*c8dee2aaSAndroid Build Coastguard Worker }
245*c8dee2aaSAndroid Build Coastguard Worker
246*c8dee2aaSAndroid Build Coastguard Worker GrTexture* texture = image->getTexture();
247*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, texture);
248*c8dee2aaSAndroid Build Coastguard Worker GrVkTexture* vkTex = static_cast<GrVkTexture*>(texture);
249*c8dee2aaSAndroid Build Coastguard Worker
250*c8dee2aaSAndroid Build Coastguard Worker // Change our backend texture to the internal queue, with the same layout. This should force a
251*c8dee2aaSAndroid Build Coastguard Worker // queue transition even though the layouts match.
252*c8dee2aaSAndroid Build Coastguard Worker vkTex->setImageLayout(vkGpu, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, 0,
253*c8dee2aaSAndroid Build Coastguard Worker VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, false, false);
254*c8dee2aaSAndroid Build Coastguard Worker
255*c8dee2aaSAndroid Build Coastguard Worker // Get our image info again and make sure we transitioned queues.
256*c8dee2aaSAndroid Build Coastguard Worker GrBackendTexture newBackendTexture = image->getBackendTexture(true);
257*c8dee2aaSAndroid Build Coastguard Worker GrVkImageInfo newVkInfo;
258*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, GrBackendTextures::GetVkImageInfo(newBackendTexture, &newVkInfo));
259*c8dee2aaSAndroid Build Coastguard Worker REPORTER_ASSERT(reporter, newVkInfo.fCurrentQueueFamily == vkGpu->queueIndex());
260*c8dee2aaSAndroid Build Coastguard Worker
261*c8dee2aaSAndroid Build Coastguard Worker image.reset();
262*c8dee2aaSAndroid Build Coastguard Worker dContext->submit(GrSyncCpu::kYes);
263*c8dee2aaSAndroid Build Coastguard Worker dContext->deleteBackendTexture(backendTex);
264*c8dee2aaSAndroid Build Coastguard Worker }
265*c8dee2aaSAndroid Build Coastguard Worker #endif
266*c8dee2aaSAndroid Build Coastguard Worker
267*c8dee2aaSAndroid Build Coastguard Worker #endif
268