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 125