本文整理汇总了C++中GrContext::getGpu方法的典型用法代码示例。如果您正苦于以下问题:C++ GrContext::getGpu方法的具体用法?C++ GrContext::getGpu怎么用?C++ GrContext::getGpu使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在类GrContext
的用法示例。
在下文中一共展示了GrContext::getGpu方法的9个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1:
// Tests that GrSurface::asTexture(), GrSurface::asRenderTarget(), and static upcasting of texture
// and render targets to GrSurface all work as expected.
DEF_GPUTEST_FOR_NULLGL_CONTEXT(GrSurface, reporter, ctxInfo) {
GrContext* context = ctxInfo.grContext();
GrSurfaceDesc desc;
desc.fConfig = kSkia8888_GrPixelConfig;
desc.fFlags = kRenderTarget_GrSurfaceFlag;
desc.fWidth = 256;
desc.fHeight = 256;
desc.fSampleCnt = 0;
GrSurface* texRT1 = context->textureProvider()->createTexture(
desc, SkBudgeted::kNo, nullptr, 0);
REPORTER_ASSERT(reporter, texRT1 == texRT1->asRenderTarget());
REPORTER_ASSERT(reporter, texRT1 == texRT1->asTexture());
REPORTER_ASSERT(reporter, static_cast<GrSurface*>(texRT1->asRenderTarget()) ==
texRT1->asTexture());
REPORTER_ASSERT(reporter, texRT1->asRenderTarget() ==
static_cast<GrSurface*>(texRT1->asTexture()));
REPORTER_ASSERT(reporter, static_cast<GrSurface*>(texRT1->asRenderTarget()) ==
static_cast<GrSurface*>(texRT1->asTexture()));
desc.fFlags = kNone_GrSurfaceFlags;
GrSurface* tex1 = context->textureProvider()->createTexture(desc, SkBudgeted::kNo, nullptr, 0);
REPORTER_ASSERT(reporter, nullptr == tex1->asRenderTarget());
REPORTER_ASSERT(reporter, tex1 == tex1->asTexture());
REPORTER_ASSERT(reporter, static_cast<GrSurface*>(tex1) == tex1->asTexture());
GrBackendObject backendTex = context->getGpu()->createTestingOnlyBackendTexture(
nullptr, 256, 256, kSkia8888_GrPixelConfig);
GrBackendTextureDesc backendDesc;
backendDesc.fConfig = kSkia8888_GrPixelConfig;
backendDesc.fFlags = kRenderTarget_GrBackendTextureFlag;
backendDesc.fWidth = 256;
backendDesc.fHeight = 256;
backendDesc.fSampleCnt = 0;
backendDesc.fTextureHandle = backendTex;
GrSurface* texRT2 = context->textureProvider()->wrapBackendTexture(
backendDesc, kBorrow_GrWrapOwnership);
REPORTER_ASSERT(reporter, texRT2 == texRT2->asRenderTarget());
REPORTER_ASSERT(reporter, texRT2 == texRT2->asTexture());
REPORTER_ASSERT(reporter, static_cast<GrSurface*>(texRT2->asRenderTarget()) ==
texRT2->asTexture());
REPORTER_ASSERT(reporter, texRT2->asRenderTarget() ==
static_cast<GrSurface*>(texRT2->asTexture()));
REPORTER_ASSERT(reporter, static_cast<GrSurface*>(texRT2->asRenderTarget()) ==
static_cast<GrSurface*>(texRT2->asTexture()));
texRT1->unref();
texRT2->unref();
tex1->unref();
context->getGpu()->deleteTestingOnlyBackendTexture(backendTex);
}
示例2: refTextureSafeForParams
GrTexture* GrTextureAdjuster::refTextureSafeForParams(const GrTextureParams& params,
SkIPoint* outOffset) {
GrTexture* texture = this->originalTexture();
GrContext* context = texture->getContext();
CopyParams copyParams;
const SkIRect* contentArea = this->contentAreaOrNull();
if (contentArea && GrTextureParams::kMipMap_FilterMode == params.filterMode()) {
// If we generate a MIP chain for texture it will read pixel values from outside the content
// area.
copyParams.fWidth = contentArea->width();
copyParams.fHeight = contentArea->height();
copyParams.fFilter = GrTextureParams::kBilerp_FilterMode;
} else if (!context->getGpu()->makeCopyForTextureParams(texture, params, ©Params)) {
if (outOffset) {
if (contentArea) {
outOffset->set(contentArea->fLeft, contentArea->fRight);
} else {
outOffset->set(0, 0);
}
}
return SkRef(texture);
}
GrTexture* copy = this->refCopy(copyParams);
if (copy && outOffset) {
outOffset->set(0, 0);
}
return copy;
}
示例3: get_glprograms_max_stages
static int get_glprograms_max_stages(const sk_gpu_test::ContextInfo& ctxInfo) {
GrContext* context = ctxInfo.grContext();
GrGLGpu* gpu = static_cast<GrGLGpu*>(context->getGpu());
int maxStages = 6;
if (kGLES_GrGLStandard == gpu->glStandard()) {
// We've had issues with driver crashes and HW limits being exceeded with many effects on
// Android devices. We have passes on ARM devices with the default number of stages.
// TODO When we run ES 3.00 GLSL in more places, test again
#ifdef SK_BUILD_FOR_ANDROID
if (kARM_GrGLVendor != gpu->ctxInfo().vendor()) {
maxStages = 1;
}
#endif
// On iOS we can exceed the maximum number of varyings. http://skbug.com/6627.
#ifdef SK_BUILD_FOR_IOS
maxStages = 3;
#endif
}
if (ctxInfo.type() == sk_gpu_test::GrContextFactory::kANGLE_D3D9_ES2_ContextType ||
ctxInfo.type() == sk_gpu_test::GrContextFactory::kANGLE_D3D11_ES2_ContextType) {
// On Angle D3D we will hit a limit of out variables if we use too many stages.
maxStages = 3;
}
return maxStages;
}
示例4: als
DEF_GPUTEST(GLPrograms, reporter, factory) {
// Set a locale that would cause shader compilation to fail because of , as decimal separator.
// skbug 3330
#ifdef SK_BUILD_FOR_WIN
GrAutoLocaleSetter als("sv-SE");
#else
GrAutoLocaleSetter als("sv_SE.UTF-8");
#endif
// We suppress prints to avoid spew
GrContextOptions opts;
opts.fSuppressPrints = true;
GrContextFactory debugFactory(opts);
for (int type = 0; type < GrContextFactory::kLastGLContextType; ++type) {
GrContext* context = debugFactory.get(static_cast<GrContextFactory::GLContextType>(type));
if (context) {
GrGLGpu* gpu = static_cast<GrGLGpu*>(context->getGpu());
/*
* For the time being, we only support the test with desktop GL or for android on
* ARM platforms
* TODO When we run ES 3.00 GLSL in more places, test again
*/
int maxStages;
if (kGL_GrGLStandard == gpu->glStandard() ||
kARM_GrGLVendor == gpu->ctxInfo().vendor()) {
maxStages = 6;
} else if (kTegra3_GrGLRenderer == gpu->ctxInfo().renderer() ||
kOther_GrGLRenderer == gpu->ctxInfo().renderer()) {
maxStages = 1;
} else {
return;
}
#if SK_ANGLE
// Some long shaders run out of temporary registers in the D3D compiler on ANGLE.
if (type == GrContextFactory::kANGLE_GLContextType) {
maxStages = 2;
}
#endif
#if SK_COMMAND_BUFFER
// Some long shaders run out of temporary registers in the D3D compiler on ANGLE.
// TODO(hendrikw): This only needs to happen with the ANGLE comand buffer backend.
if (type == GrContextFactory::kCommandBuffer_GLContextType) {
maxStages = 2;
}
#endif
GrTestTarget testTarget;
context->getTestTarget(&testTarget);
REPORTER_ASSERT(reporter, GrDrawingManager::ProgramUnitTest(
context, testTarget.target(), maxStages));
}
}
}
示例5:
DEF_GPUTEST(GLPrograms, reporter, factory) {
for (int type = 0; type < GrContextFactory::kLastGLContextType; ++type) {
GrContext* context = factory->get(static_cast<GrContextFactory::GLContextType>(type));
if (context) {
GrGpuGL* gpu = static_cast<GrGpuGL*>(context->getGpu());
int maxStages = 6;
#if SK_ANGLE
// Some long shaders run out of temporary registers in the D3D compiler on ANGLE.
if (type == GrContextFactory::kANGLE_GLContextType) {
maxStages = 3;
}
#endif
REPORTER_ASSERT(reporter, gpu->programUnitTest(maxStages));
}
}
}
示例6: target
DEF_GPUTEST_FOR_ALL_GL_CONTEXTS(VertexAttributeCount, reporter, ctxInfo) {
GrContext* context = ctxInfo.fGrContext;
GrTextureDesc desc;
desc.fHeight = 1;
desc.fWidth = 1;
desc.fFlags = kRenderTarget_GrSurfaceFlag;
desc.fConfig = kRGBA_8888_GrPixelConfig;
SkAutoTUnref<GrTexture> target(context->textureProvider()->createTexture(desc,
SkBudgeted::kYes));
if (!target) {
ERRORF(reporter, "Could not create render target.");
return;
}
SkAutoTUnref<GrDrawContext> dc(context->drawContext(target->asRenderTarget()));
if (!dc) {
ERRORF(reporter, "Could not create draw context.");
return;
}
int attribCnt = context->caps()->maxVertexAttributes();
if (!attribCnt) {
ERRORF(reporter, "No attributes allowed?!");
return;
}
context->flush();
context->resetGpuStats();
#if GR_GPU_STATS
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numDraws() == 0);
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numFailedDraws() == 0);
#endif
SkAutoTUnref<GrDrawBatch> batch;
GrPipelineBuilder pb;
pb.setRenderTarget(target->asRenderTarget());
// This one should succeed.
batch.reset(new Batch(attribCnt));
dc->drawContextPriv().testingOnly_drawBatch(pb, batch);
context->flush();
#if GR_GPU_STATS
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numDraws() == 1);
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numFailedDraws() == 0);
#endif
context->resetGpuStats();
// This one should fail.
batch.reset(new Batch(attribCnt+1));
dc->drawContextPriv().testingOnly_drawBatch(pb, batch);
context->flush();
#if GR_GPU_STATS
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numDraws() == 0);
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numFailedDraws() == 1);
#endif
}
示例7: getGpuStats
void SKPBench::getGpuStats(SkCanvas* canvas, SkTArray<SkString>* keys, SkTArray<double>* values) {
#if SK_SUPPORT_GPU
// we do a special single draw and then dump the key / value pairs
GrContext* context = canvas->getGrContext();
if (!context) {
return;
}
// TODO refactor this out if we want to test other subclasses of skpbench
context->flush();
context->freeGpuResources();
context->resetContext();
context->getGpu()->resetShaderCacheForTesting();
draw_pic_for_stats(canvas, context, fPic, keys, values, "first_frame");
// draw second frame
draw_pic_for_stats(canvas, context, fPic, keys, values, "second_frame");
#endif
}
示例8: drawContext
DEF_GPUTEST_FOR_ALL_CONTEXTS(VertexAttributeCount, reporter, ctxInfo) {
GrContext* context = ctxInfo.grContext();
sk_sp<GrDrawContext> drawContext(context->newDrawContext(SkBackingFit::kApprox,
1, 1, kRGBA_8888_GrPixelConfig));
if (!drawContext) {
ERRORF(reporter, "Could not create draw context.");
return;
}
int attribCnt = context->caps()->maxVertexAttributes();
if (!attribCnt) {
ERRORF(reporter, "No attributes allowed?!");
return;
}
context->flush();
context->resetGpuStats();
#if GR_GPU_STATS
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numDraws() == 0);
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numFailedDraws() == 0);
#endif
SkAutoTUnref<GrDrawBatch> batch;
GrPaint grPaint;
// This one should succeed.
batch.reset(new Batch(attribCnt));
drawContext->drawContextPriv().testingOnly_drawBatch(grPaint, batch);
context->flush();
#if GR_GPU_STATS
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numDraws() == 1);
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numFailedDraws() == 0);
#endif
context->resetGpuStats();
// This one should fail.
batch.reset(new Batch(attribCnt+1));
drawContext->drawContextPriv().testingOnly_drawBatch(grPaint, batch);
context->flush();
#if GR_GPU_STATS
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numDraws() == 0);
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numFailedDraws() == 1);
#endif
}
示例9: renderTargetContext
DEF_GPUTEST_FOR_ALL_CONTEXTS(VertexAttributeCount, reporter, ctxInfo) {
GrContext* context = ctxInfo.grContext();
sk_sp<GrRenderTargetContext> renderTargetContext(context->makeDeferredRenderTargetContext(
SkBackingFit::kApprox,
1, 1, kRGBA_8888_GrPixelConfig,
nullptr));
if (!renderTargetContext) {
ERRORF(reporter, "Could not create render target context.");
return;
}
int attribCnt = context->caps()->maxVertexAttributes();
if (!attribCnt) {
ERRORF(reporter, "No attributes allowed?!");
return;
}
context->flush();
context->resetGpuStats();
#if GR_GPU_STATS
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numDraws() == 0);
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numFailedDraws() == 0);
#endif
GrPaint grPaint;
// This one should succeed.
renderTargetContext->priv().testingOnly_addDrawOp(Op::Make(attribCnt));
context->flush();
#if GR_GPU_STATS
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numDraws() == 1);
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numFailedDraws() == 0);
#endif
context->resetGpuStats();
renderTargetContext->priv().testingOnly_addDrawOp(Op::Make(attribCnt + 1));
context->flush();
#if GR_GPU_STATS
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numDraws() == 0);
REPORTER_ASSERT(reporter, context->getGpu()->stats()->numFailedDraws() == 1);
#endif
}