xref: /aosp_15_r20/external/skia/src/gpu/ganesh/d3d/GrD3DTextureRenderTarget.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 
9*c8dee2aaSAndroid Build Coastguard Worker #ifndef GrD3DTextureRenderTarget_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker #define GrD3DTextureRenderTarget_DEFINED
11*c8dee2aaSAndroid Build Coastguard Worker 
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/d3d/GrD3DTypes.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DRenderTarget.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DTexture.h"
15*c8dee2aaSAndroid Build Coastguard Worker 
16*c8dee2aaSAndroid Build Coastguard Worker class GrD3DGpu;
17*c8dee2aaSAndroid Build Coastguard Worker 
18*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_BUILD_FOR_WIN
19*c8dee2aaSAndroid Build Coastguard Worker // Windows gives bogus warnings about inheriting asTexture/asRenderTarget via dominance.
20*c8dee2aaSAndroid Build Coastguard Worker #pragma warning(push)
21*c8dee2aaSAndroid Build Coastguard Worker #pragma warning(disable: 4250)
22*c8dee2aaSAndroid Build Coastguard Worker #endif
23*c8dee2aaSAndroid Build Coastguard Worker 
24*c8dee2aaSAndroid Build Coastguard Worker struct GrD3DTextureResourceInfo;
25*c8dee2aaSAndroid Build Coastguard Worker 
26*c8dee2aaSAndroid Build Coastguard Worker class GrD3DTextureRenderTarget: public GrD3DTexture, public GrD3DRenderTarget {
27*c8dee2aaSAndroid Build Coastguard Worker public:
28*c8dee2aaSAndroid Build Coastguard Worker     static sk_sp<GrD3DTextureRenderTarget> MakeNewTextureRenderTarget(GrD3DGpu*,
29*c8dee2aaSAndroid Build Coastguard Worker                                                                       skgpu::Budgeted,
30*c8dee2aaSAndroid Build Coastguard Worker                                                                       SkISize dimensions,
31*c8dee2aaSAndroid Build Coastguard Worker                                                                       int sampleCnt,
32*c8dee2aaSAndroid Build Coastguard Worker                                                                       const D3D12_RESOURCE_DESC&,
33*c8dee2aaSAndroid Build Coastguard Worker                                                                       GrProtected isProtected,
34*c8dee2aaSAndroid Build Coastguard Worker                                                                       GrMipmapStatus,
35*c8dee2aaSAndroid Build Coastguard Worker                                                                       std::string_view label);
36*c8dee2aaSAndroid Build Coastguard Worker 
37*c8dee2aaSAndroid Build Coastguard Worker     static sk_sp<GrD3DTextureRenderTarget> MakeWrappedTextureRenderTarget(
38*c8dee2aaSAndroid Build Coastguard Worker             GrD3DGpu*, SkISize dimensions, int sampleCnt, GrWrapCacheable,
39*c8dee2aaSAndroid Build Coastguard Worker             const GrD3DTextureResourceInfo&, sk_sp<GrD3DResourceState>);
40*c8dee2aaSAndroid Build Coastguard Worker 
backendFormat()41*c8dee2aaSAndroid Build Coastguard Worker     GrBackendFormat backendFormat() const override { return this->getBackendFormat(); }
42*c8dee2aaSAndroid Build Coastguard Worker 
43*c8dee2aaSAndroid Build Coastguard Worker protected:
onAbandon()44*c8dee2aaSAndroid Build Coastguard Worker     void onAbandon() override {
45*c8dee2aaSAndroid Build Coastguard Worker         // In order to correctly handle calling texture idle procs, GrD3DTexture must go first.
46*c8dee2aaSAndroid Build Coastguard Worker         GrD3DTexture::onAbandon();
47*c8dee2aaSAndroid Build Coastguard Worker         GrD3DRenderTarget::onAbandon();
48*c8dee2aaSAndroid Build Coastguard Worker     }
49*c8dee2aaSAndroid Build Coastguard Worker 
onRelease()50*c8dee2aaSAndroid Build Coastguard Worker     void onRelease() override {
51*c8dee2aaSAndroid Build Coastguard Worker         // In order to correctly handle calling texture idle procs, GrD3DTexture must go first.
52*c8dee2aaSAndroid Build Coastguard Worker         GrD3DTexture::onRelease();
53*c8dee2aaSAndroid Build Coastguard Worker         GrD3DRenderTarget::onRelease();
54*c8dee2aaSAndroid Build Coastguard Worker     }
55*c8dee2aaSAndroid Build Coastguard Worker 
56*c8dee2aaSAndroid Build Coastguard Worker private:
57*c8dee2aaSAndroid Build Coastguard Worker     // MSAA, not-wrapped
58*c8dee2aaSAndroid Build Coastguard Worker     GrD3DTextureRenderTarget(GrD3DGpu* gpu,
59*c8dee2aaSAndroid Build Coastguard Worker                              skgpu::Budgeted budgeted,
60*c8dee2aaSAndroid Build Coastguard Worker                              SkISize dimensions,
61*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DTextureResourceInfo& info,
62*c8dee2aaSAndroid Build Coastguard Worker                              sk_sp<GrD3DResourceState> state,
63*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
64*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DTextureResourceInfo& msaaInfo,
65*c8dee2aaSAndroid Build Coastguard Worker                              sk_sp<GrD3DResourceState> msaaState,
66*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
67*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
68*c8dee2aaSAndroid Build Coastguard Worker                              GrMipmapStatus,
69*c8dee2aaSAndroid Build Coastguard Worker                              std::string_view label);
70*c8dee2aaSAndroid Build Coastguard Worker 
71*c8dee2aaSAndroid Build Coastguard Worker     // non-MSAA, not-wrapped
72*c8dee2aaSAndroid Build Coastguard Worker     GrD3DTextureRenderTarget(GrD3DGpu* gpu,
73*c8dee2aaSAndroid Build Coastguard Worker                              skgpu::Budgeted budgeted,
74*c8dee2aaSAndroid Build Coastguard Worker                              SkISize dimensions,
75*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DTextureResourceInfo& info,
76*c8dee2aaSAndroid Build Coastguard Worker                              sk_sp<GrD3DResourceState> state,
77*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
78*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
79*c8dee2aaSAndroid Build Coastguard Worker                              GrMipmapStatus,
80*c8dee2aaSAndroid Build Coastguard Worker                              std::string_view label);
81*c8dee2aaSAndroid Build Coastguard Worker 
82*c8dee2aaSAndroid Build Coastguard Worker     // MSAA, wrapped
83*c8dee2aaSAndroid Build Coastguard Worker     GrD3DTextureRenderTarget(GrD3DGpu* gpu,
84*c8dee2aaSAndroid Build Coastguard Worker                              SkISize dimensions,
85*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DTextureResourceInfo& info,
86*c8dee2aaSAndroid Build Coastguard Worker                              sk_sp<GrD3DResourceState> state,
87*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
88*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DTextureResourceInfo& msaaInfo,
89*c8dee2aaSAndroid Build Coastguard Worker                              sk_sp<GrD3DResourceState> msaaState,
90*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
91*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
92*c8dee2aaSAndroid Build Coastguard Worker                              GrMipmapStatus,
93*c8dee2aaSAndroid Build Coastguard Worker                              GrWrapCacheable,
94*c8dee2aaSAndroid Build Coastguard Worker                              std::string_view label);
95*c8dee2aaSAndroid Build Coastguard Worker 
96*c8dee2aaSAndroid Build Coastguard Worker     // non-MSAA, wrapped
97*c8dee2aaSAndroid Build Coastguard Worker     GrD3DTextureRenderTarget(GrD3DGpu* gpu,
98*c8dee2aaSAndroid Build Coastguard Worker                              SkISize dimensions,
99*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DTextureResourceInfo& info,
100*c8dee2aaSAndroid Build Coastguard Worker                              sk_sp<GrD3DResourceState> state,
101*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
102*c8dee2aaSAndroid Build Coastguard Worker                              const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
103*c8dee2aaSAndroid Build Coastguard Worker                              GrMipmapStatus,
104*c8dee2aaSAndroid Build Coastguard Worker                              GrWrapCacheable,
105*c8dee2aaSAndroid Build Coastguard Worker                              std::string_view label);
106*c8dee2aaSAndroid Build Coastguard Worker 
107*c8dee2aaSAndroid Build Coastguard Worker     // GrGLRenderTarget accounts for the texture's memory and any MSAA renderbuffer's memory.
108*c8dee2aaSAndroid Build Coastguard Worker     size_t onGpuMemorySize() const override;
109*c8dee2aaSAndroid Build Coastguard Worker 
110*c8dee2aaSAndroid Build Coastguard Worker     void onSetLabel() override;
111*c8dee2aaSAndroid Build Coastguard Worker 
112*c8dee2aaSAndroid Build Coastguard Worker     // In Direct3D we call the release proc after we are finished with the underlying
113*c8dee2aaSAndroid Build Coastguard Worker     // GrD3DImage::Resource object (which occurs after the GPU has finished all work on it).
onSetRelease(sk_sp<RefCntedReleaseProc> releaseHelper)114*c8dee2aaSAndroid Build Coastguard Worker     void onSetRelease(sk_sp<RefCntedReleaseProc> releaseHelper) override {
115*c8dee2aaSAndroid Build Coastguard Worker         // Forward the release proc on to GrD3DImage
116*c8dee2aaSAndroid Build Coastguard Worker         this->setResourceRelease(std::move(releaseHelper));
117*c8dee2aaSAndroid Build Coastguard Worker     }
118*c8dee2aaSAndroid Build Coastguard Worker };
119*c8dee2aaSAndroid Build Coastguard Worker 
120*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_BUILD_FOR_WIN
121*c8dee2aaSAndroid Build Coastguard Worker #pragma warning(pop)
122*c8dee2aaSAndroid Build Coastguard Worker #endif
123*c8dee2aaSAndroid Build Coastguard Worker 
124*c8dee2aaSAndroid Build Coastguard Worker #endif
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