コード例 #1
0
ファイル: GrVkCaps.cpp プロジェクト: subsevenx2001/gecko-dev
void GrVkCaps::init(const GrContextOptions& contextOptions, const GrVkInterface* vkInterface,
                    VkPhysicalDevice physDev, uint32_t featureFlags, uint32_t extensionFlags) {

    VkPhysicalDeviceProperties properties;
    GR_VK_CALL(vkInterface, GetPhysicalDeviceProperties(physDev, &properties));

    VkPhysicalDeviceMemoryProperties memoryProperties;
    GR_VK_CALL(vkInterface, GetPhysicalDeviceMemoryProperties(physDev, &memoryProperties));

    this->initGrCaps(properties, memoryProperties, featureFlags);
    this->initGLSLCaps(properties, featureFlags);
    this->initConfigTable(vkInterface, physDev);
    this->initStencilFormat(vkInterface, physDev);

    if (SkToBool(extensionFlags & kNV_glsl_shader_GrVkExtensionFlag)) {
        // Currently disabling this feature since it does not play well with validation layers which
        // expect a SPIR-V shader
        // fCanUseGLSLForShaderModule = true;
    }

    if (kQualcomm_VkVendor == properties.vendorID) {
        fMustDoCopiesFromOrigin = true;
        fAllowInitializationErrorOnTearDown = true;
    }

    if (kNvidia_VkVendor == properties.vendorID) {
        fSupportsCopiesAsDraws = true;
        fMustSubmitCommandsBeforeCopyOp = true;
    }

    this->applyOptionsOverrides(contextOptions);
    GrGLSLCaps* glslCaps = static_cast<GrGLSLCaps*>(fShaderCaps.get());
    glslCaps->applyOptionsOverrides(contextOptions);
}
コード例 #2
0
ファイル: GrVkCaps.cpp プロジェクト: MIPS/external-skia
void GrVkCaps::init(const GrContextOptions& contextOptions, const GrVkInterface* vkInterface,
                    VkPhysicalDevice physDev, uint32_t featureFlags, uint32_t extensionFlags) {

    VkPhysicalDeviceProperties properties;
    GR_VK_CALL(vkInterface, GetPhysicalDeviceProperties(physDev, &properties));

    VkPhysicalDeviceMemoryProperties memoryProperties;
    GR_VK_CALL(vkInterface, GetPhysicalDeviceMemoryProperties(physDev, &memoryProperties));

    this->initGrCaps(properties, memoryProperties, featureFlags);
    this->initShaderCaps(properties, featureFlags);
    this->initConfigTable(vkInterface, physDev);
    this->initStencilFormat(vkInterface, physDev);

    if (SkToBool(extensionFlags & kNV_glsl_shader_GrVkExtensionFlag)) {
        // Currently disabling this feature since it does not play well with validation layers which
        // expect a SPIR-V shader
        // fCanUseGLSLForShaderModule = true;
    }

    if (kQualcomm_VkVendor == properties.vendorID) {
        fMustDoCopiesFromOrigin = true;
    }

    if (kNvidia_VkVendor == properties.vendorID) {
        fMustSubmitCommandsBeforeCopyOp = true;
    }

    if (kQualcomm_VkVendor != properties.vendorID) {
        fSupportsCopiesAsDraws = true;
    }

    if (fSupportsCopiesAsDraws) {
        fCrossContextTextureSupport = true;
    }

#if defined(SK_BUILD_FOR_WIN)
    if (kNvidia_VkVendor == properties.vendorID) {
        fMustSleepOnTearDown = true;
    }
#elif defined(SK_BUILD_FOR_ANDROID)
    if (kImagination_VkVendor == properties.vendorID) {
        fMustSleepOnTearDown = true;
    }
#endif

    this->applyOptionsOverrides(contextOptions);
    fShaderCaps->applyOptionsOverrides(contextOptions);
}
コード例 #3
0
ファイル: GrVkCaps.cpp プロジェクト: 03050903/skia
void GrVkCaps::init(const GrContextOptions& contextOptions, const GrVkInterface* vkInterface,
                    VkPhysicalDevice physDev, uint32_t featureFlags, uint32_t extensionFlags) {

    VkPhysicalDeviceProperties properties;
    GR_VK_CALL(vkInterface, GetPhysicalDeviceProperties(physDev, &properties));

    VkPhysicalDeviceMemoryProperties memoryProperties;
    GR_VK_CALL(vkInterface, GetPhysicalDeviceMemoryProperties(physDev, &memoryProperties));

    this->initGrCaps(properties, memoryProperties, featureFlags);
    this->initGLSLCaps(properties, featureFlags);
    this->initConfigTable(vkInterface, physDev);
    this->initStencilFormat(vkInterface, physDev);

    if (SkToBool(extensionFlags & kNV_glsl_shader_GrVkExtensionFlag)) {
        // Currently disabling this feature since it does not play well with validation layers which
        // expect a SPIR-V shader
        // fCanUseGLSLForShaderModule = true;
    }

    this->applyOptionsOverrides(contextOptions);
    GrGLSLCaps* glslCaps = static_cast<GrGLSLCaps*>(fShaderCaps.get());
    glslCaps->applyOptionsOverrides(contextOptions);
}