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1 /*
2  * Copyright 2020 Google LLC
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "tools/gpu/d3d/D3DTestUtils.h"
9 
10 #ifdef SK_DIRECT3D
11 #include <d3d12sdklayers.h>
12 #include <dxgi1_4.h>
13 
14 #include "include/gpu/d3d/GrD3DBackendContext.h"
15 
16 namespace sk_gpu_test {
17 
get_hardware_adapter(IDXGIFactory4 * pFactory,IDXGIAdapter1 ** ppAdapter)18 void get_hardware_adapter(IDXGIFactory4* pFactory, IDXGIAdapter1** ppAdapter) {
19     *ppAdapter = nullptr;
20     for (UINT adapterIndex = 0; ; ++adapterIndex) {
21         IDXGIAdapter1* pAdapter = nullptr;
22         if (DXGI_ERROR_NOT_FOUND == pFactory->EnumAdapters1(adapterIndex, &pAdapter)) {
23             // No more adapters to enumerate.
24             break;
25         }
26 
27         // Check to see if the adapter supports Direct3D 12, but don't create the
28         // actual device yet.
29         if (SUCCEEDED(D3D12CreateDevice(pAdapter, D3D_FEATURE_LEVEL_11_0, _uuidof(ID3D12Device),
30                                         nullptr))) {
31             *ppAdapter = pAdapter;
32             return;
33         }
34         pAdapter->Release();
35     }
36 }
37 
CreateD3DBackendContext(GrD3DBackendContext * ctx,bool isProtected)38 bool CreateD3DBackendContext(GrD3DBackendContext* ctx,
39                              bool isProtected) {
40 #if defined(SK_ENABLE_D3D_DEBUG_LAYER)
41     // Enable the D3D12 debug layer.
42     {
43         gr_cp<ID3D12Debug> debugController;
44         if (SUCCEEDED(D3D12GetDebugInterface(IID_PPV_ARGS(&debugController))))
45         {
46             debugController->EnableDebugLayer();
47         }
48     }
49 #endif
50     // Create the device
51     gr_cp<IDXGIFactory4> factory;
52     if (!SUCCEEDED(CreateDXGIFactory1(IID_PPV_ARGS(&factory)))) {
53         return false;
54     }
55 
56     gr_cp<IDXGIAdapter1> hardwareAdapter;
57     get_hardware_adapter(factory.Get(), &hardwareAdapter);
58 
59     gr_cp<ID3D12Device> device;
60     if (!SUCCEEDED(D3D12CreateDevice(hardwareAdapter.Get(),
61         D3D_FEATURE_LEVEL_11_0,
62         IID_PPV_ARGS(&device)))) {
63         return false;
64     }
65 
66     // Create the command queue
67     gr_cp<ID3D12CommandQueue> queue;
68     D3D12_COMMAND_QUEUE_DESC queueDesc = {};
69     queueDesc.Flags = D3D12_COMMAND_QUEUE_FLAG_NONE;
70     queueDesc.Type = D3D12_COMMAND_LIST_TYPE_DIRECT;
71 
72     if (!SUCCEEDED(device->CreateCommandQueue(&queueDesc, IID_PPV_ARGS(&queue)))) {
73         return false;
74     }
75 
76     ctx->fDevice = device;
77     ctx->fQueue = queue;
78     // TODO: set up protected memory
79     ctx->fProtectedContext = /*isProtected ? GrProtected::kYes :*/ GrProtected::kNo;
80 
81     return true;
82 }
83 
84 }
85 
86 #endif
87