xref: /aosp_15_r20/external/skia/src/gpu/ganesh/d3d/GrD3DTexture.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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 #ifndef GrD3DTexture_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define GrD3DTexture_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/SkImageGanesh.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkLRUCache.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrSamplerState.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrTexture.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DDescriptorHeap.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DTextureResource.h"
17*c8dee2aaSAndroid Build Coastguard Worker 
18*c8dee2aaSAndroid Build Coastguard Worker class GrD3DTexture : public GrTexture, public virtual GrD3DTextureResource {
19*c8dee2aaSAndroid Build Coastguard Worker public:
20*c8dee2aaSAndroid Build Coastguard Worker     static sk_sp<GrD3DTexture> MakeNewTexture(GrD3DGpu*,
21*c8dee2aaSAndroid Build Coastguard Worker                                               skgpu::Budgeted,
22*c8dee2aaSAndroid Build Coastguard Worker                                               SkISize dimensions,
23*c8dee2aaSAndroid Build Coastguard Worker                                               const D3D12_RESOURCE_DESC&,
24*c8dee2aaSAndroid Build Coastguard Worker                                               GrProtected,
25*c8dee2aaSAndroid Build Coastguard Worker                                               GrMipmapStatus,
26*c8dee2aaSAndroid Build Coastguard Worker                                               std::string_view label);
27*c8dee2aaSAndroid Build Coastguard Worker 
28*c8dee2aaSAndroid Build Coastguard Worker     static sk_sp<GrD3DTexture> MakeWrappedTexture(GrD3DGpu*,
29*c8dee2aaSAndroid Build Coastguard Worker                                                   SkISize dimensions,
30*c8dee2aaSAndroid Build Coastguard Worker                                                   GrWrapCacheable,
31*c8dee2aaSAndroid Build Coastguard Worker                                                   GrIOType,
32*c8dee2aaSAndroid Build Coastguard Worker                                                   const GrD3DTextureResourceInfo&,
33*c8dee2aaSAndroid Build Coastguard Worker                                                   sk_sp<GrD3DResourceState>);
34*c8dee2aaSAndroid Build Coastguard Worker 
35*c8dee2aaSAndroid Build Coastguard Worker     static sk_sp<GrD3DTexture> MakeAliasingTexture(GrD3DGpu*,
36*c8dee2aaSAndroid Build Coastguard Worker                                                    sk_sp<GrD3DTexture>,
37*c8dee2aaSAndroid Build Coastguard Worker                                                    const D3D12_RESOURCE_DESC& newDesc,
38*c8dee2aaSAndroid Build Coastguard Worker                                                    D3D12_RESOURCE_STATES);
39*c8dee2aaSAndroid Build Coastguard Worker 
~GrD3DTexture()40*c8dee2aaSAndroid Build Coastguard Worker     ~GrD3DTexture() override {}
41*c8dee2aaSAndroid Build Coastguard Worker 
42*c8dee2aaSAndroid Build Coastguard Worker     GrBackendTexture getBackendTexture() const override;
43*c8dee2aaSAndroid Build Coastguard Worker 
backendFormat()44*c8dee2aaSAndroid Build Coastguard Worker     GrBackendFormat backendFormat() const override { return this->getBackendFormat(); }
shaderResourceView()45*c8dee2aaSAndroid Build Coastguard Worker     D3D12_CPU_DESCRIPTOR_HANDLE shaderResourceView() { return fShaderResourceView.fHandle; }
46*c8dee2aaSAndroid Build Coastguard Worker 
textureParamsModified()47*c8dee2aaSAndroid Build Coastguard Worker     void textureParamsModified() override {}
48*c8dee2aaSAndroid Build Coastguard Worker 
49*c8dee2aaSAndroid Build Coastguard Worker protected:
50*c8dee2aaSAndroid Build Coastguard Worker     GrD3DTexture(GrD3DGpu*,
51*c8dee2aaSAndroid Build Coastguard Worker                  SkISize dimensions,
52*c8dee2aaSAndroid Build Coastguard Worker                  const GrD3DTextureResourceInfo&,
53*c8dee2aaSAndroid Build Coastguard Worker                  sk_sp<GrD3DResourceState>,
54*c8dee2aaSAndroid Build Coastguard Worker                  const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
55*c8dee2aaSAndroid Build Coastguard Worker                  GrMipmapStatus,
56*c8dee2aaSAndroid Build Coastguard Worker                  std::string_view label);
57*c8dee2aaSAndroid Build Coastguard Worker 
58*c8dee2aaSAndroid Build Coastguard Worker     GrD3DGpu* getD3DGpu() const;
59*c8dee2aaSAndroid Build Coastguard Worker 
60*c8dee2aaSAndroid Build Coastguard Worker     void onAbandon() override;
61*c8dee2aaSAndroid Build Coastguard Worker     void onRelease() override;
62*c8dee2aaSAndroid Build Coastguard Worker 
onStealBackendTexture(GrBackendTexture *,SkImages::BackendTextureReleaseProc *)63*c8dee2aaSAndroid Build Coastguard Worker     bool onStealBackendTexture(GrBackendTexture*, SkImages::BackendTextureReleaseProc*) override {
64*c8dee2aaSAndroid Build Coastguard Worker         return false;
65*c8dee2aaSAndroid Build Coastguard Worker     }
66*c8dee2aaSAndroid Build Coastguard Worker 
67*c8dee2aaSAndroid Build Coastguard Worker     void onSetLabel() override;
68*c8dee2aaSAndroid Build Coastguard Worker 
69*c8dee2aaSAndroid Build Coastguard Worker private:
70*c8dee2aaSAndroid Build Coastguard Worker     GrD3DTexture(GrD3DGpu*,
71*c8dee2aaSAndroid Build Coastguard Worker                  skgpu::Budgeted,
72*c8dee2aaSAndroid Build Coastguard Worker                  SkISize dimensions,
73*c8dee2aaSAndroid Build Coastguard Worker                  const GrD3DTextureResourceInfo&,
74*c8dee2aaSAndroid Build Coastguard Worker                  sk_sp<GrD3DResourceState>,
75*c8dee2aaSAndroid Build Coastguard Worker                  const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
76*c8dee2aaSAndroid Build Coastguard Worker                  GrMipmapStatus,
77*c8dee2aaSAndroid Build Coastguard Worker                  std::string_view label);
78*c8dee2aaSAndroid Build Coastguard Worker     GrD3DTexture(GrD3DGpu*, SkISize dimensions, const GrD3DTextureResourceInfo&,
79*c8dee2aaSAndroid Build Coastguard Worker                  sk_sp<GrD3DResourceState>,
80*c8dee2aaSAndroid Build Coastguard Worker                  const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
81*c8dee2aaSAndroid Build Coastguard Worker                  GrMipmapStatus,
82*c8dee2aaSAndroid Build Coastguard Worker                  GrWrapCacheable,
83*c8dee2aaSAndroid Build Coastguard Worker                  GrIOType,
84*c8dee2aaSAndroid Build Coastguard Worker                  std::string_view label);
85*c8dee2aaSAndroid Build Coastguard Worker 
86*c8dee2aaSAndroid Build Coastguard Worker     // In D3D we call the release proc after we are finished with the underlying
87*c8dee2aaSAndroid Build Coastguard Worker     // GrSurfaceResource::Resource object (which occurs after the GPU has finished all work on it).
onSetRelease(sk_sp<RefCntedReleaseProc> releaseHelper)88*c8dee2aaSAndroid Build Coastguard Worker     void onSetRelease(sk_sp<RefCntedReleaseProc> releaseHelper) override {
89*c8dee2aaSAndroid Build Coastguard Worker         // Forward the release proc on to GrSurfaceResource
90*c8dee2aaSAndroid Build Coastguard Worker         this->setResourceRelease(std::move(releaseHelper));
91*c8dee2aaSAndroid Build Coastguard Worker     }
92*c8dee2aaSAndroid Build Coastguard Worker 
93*c8dee2aaSAndroid Build Coastguard Worker     struct SamplerHash {
operatorSamplerHash94*c8dee2aaSAndroid Build Coastguard Worker         uint32_t operator()(GrSamplerState state) const {
95*c8dee2aaSAndroid Build Coastguard Worker             // In D3D anisotropic filtering uses the same field (D3D12_SAMPLER_DESC::Filter) as
96*c8dee2aaSAndroid Build Coastguard Worker             // min/mag/mip settings and so is not orthogonal to them.
97*c8dee2aaSAndroid Build Coastguard Worker             return state.asKey(/*anisoIsOrthogonal=*/false);
98*c8dee2aaSAndroid Build Coastguard Worker         }
99*c8dee2aaSAndroid Build Coastguard Worker     };
100*c8dee2aaSAndroid Build Coastguard Worker 
101*c8dee2aaSAndroid Build Coastguard Worker     GrD3DDescriptorHeap::CPUHandle fShaderResourceView;
102*c8dee2aaSAndroid Build Coastguard Worker 
103*c8dee2aaSAndroid Build Coastguard Worker     using INHERITED = GrTexture;
104*c8dee2aaSAndroid Build Coastguard Worker };
105*c8dee2aaSAndroid Build Coastguard Worker 
106*c8dee2aaSAndroid Build Coastguard Worker #endif
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