xref: /aosp_15_r20/external/skia/src/gpu/ganesh/d3d/GrD3DTextureResource.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 GrD3DTextureResource_DEFINED
9*c8dee2aaSAndroid Build Coastguard Worker #define GrD3DTextureResource_DEFINED
10*c8dee2aaSAndroid Build Coastguard Worker 
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrBackendSurface.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/d3d/GrD3DTypes.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrManagedResource.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DResourceState.h"
17*c8dee2aaSAndroid Build Coastguard Worker 
18*c8dee2aaSAndroid Build Coastguard Worker class GrD3DGpu;
19*c8dee2aaSAndroid Build Coastguard Worker 
20*c8dee2aaSAndroid Build Coastguard Worker class GrD3DTextureResource : SkNoncopyable {
21*c8dee2aaSAndroid Build Coastguard Worker private:
22*c8dee2aaSAndroid Build Coastguard Worker     class Resource;
23*c8dee2aaSAndroid Build Coastguard Worker 
24*c8dee2aaSAndroid Build Coastguard Worker public:
GrD3DTextureResource(const GrD3DTextureResourceInfo & info,sk_sp<GrD3DResourceState> state)25*c8dee2aaSAndroid Build Coastguard Worker     GrD3DTextureResource(const GrD3DTextureResourceInfo& info, sk_sp<GrD3DResourceState> state)
26*c8dee2aaSAndroid Build Coastguard Worker             : fInfo(info)
27*c8dee2aaSAndroid Build Coastguard Worker             , fState(std::move(state))
28*c8dee2aaSAndroid Build Coastguard Worker             , fResource(new Resource(fInfo.fResource, info.fAlloc)) {
29*c8dee2aaSAndroid Build Coastguard Worker         // gr_cp will implicitly ref the ID3D12Resource for us, so we don't need to worry about
30*c8dee2aaSAndroid Build Coastguard Worker         // whether it's borrowed or not
31*c8dee2aaSAndroid Build Coastguard Worker     }
32*c8dee2aaSAndroid Build Coastguard Worker     virtual ~GrD3DTextureResource();
33*c8dee2aaSAndroid Build Coastguard Worker 
d3dResource()34*c8dee2aaSAndroid Build Coastguard Worker     ID3D12Resource* d3dResource() const {
35*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fResource);
36*c8dee2aaSAndroid Build Coastguard Worker         return fInfo.fResource.get();
37*c8dee2aaSAndroid Build Coastguard Worker     }
dxgiFormat()38*c8dee2aaSAndroid Build Coastguard Worker     DXGI_FORMAT dxgiFormat() const { return fInfo.fFormat; }
getBackendFormat()39*c8dee2aaSAndroid Build Coastguard Worker     GrBackendFormat getBackendFormat() const {
40*c8dee2aaSAndroid Build Coastguard Worker         return GrBackendFormat::MakeDxgi(this->dxgiFormat());
41*c8dee2aaSAndroid Build Coastguard Worker     }
resource()42*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<Resource> resource() const {
43*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fResource);
44*c8dee2aaSAndroid Build Coastguard Worker         return fResource;
45*c8dee2aaSAndroid Build Coastguard Worker     }
mipLevels()46*c8dee2aaSAndroid Build Coastguard Worker     uint32_t mipLevels() const { return fInfo.fLevelCount; }
47*c8dee2aaSAndroid Build Coastguard Worker 
grD3DResourceState()48*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<GrD3DResourceState> grD3DResourceState() const { return fState; }
49*c8dee2aaSAndroid Build Coastguard Worker 
currentState()50*c8dee2aaSAndroid Build Coastguard Worker     D3D12_RESOURCE_STATES currentState() const {
51*c8dee2aaSAndroid Build Coastguard Worker         return fState->getResourceState();
52*c8dee2aaSAndroid Build Coastguard Worker     }
53*c8dee2aaSAndroid Build Coastguard Worker 
54*c8dee2aaSAndroid Build Coastguard Worker     void setResourceState(const GrD3DGpu* gpu, D3D12_RESOURCE_STATES newResourceState,
55*c8dee2aaSAndroid Build Coastguard Worker                           unsigned int subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES);
56*c8dee2aaSAndroid Build Coastguard Worker 
57*c8dee2aaSAndroid Build Coastguard Worker     // Changes the layout to present
58*c8dee2aaSAndroid Build Coastguard Worker     void prepareForPresent(GrD3DGpu* gpu);
59*c8dee2aaSAndroid Build Coastguard Worker 
sampleQualityPattern()60*c8dee2aaSAndroid Build Coastguard Worker     unsigned int sampleQualityPattern() const { return fInfo.fSampleQualityPattern; }
61*c8dee2aaSAndroid Build Coastguard Worker 
62*c8dee2aaSAndroid Build Coastguard Worker     // This simply updates our tracking of the resourceState and does not actually do any gpu work.
63*c8dee2aaSAndroid Build Coastguard Worker     // Externally, primarily used for implicit changes in resourceState due to certain GPU commands.
updateResourceState(D3D12_RESOURCE_STATES newState)64*c8dee2aaSAndroid Build Coastguard Worker     void updateResourceState(D3D12_RESOURCE_STATES newState) {
65*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(fResource);
66*c8dee2aaSAndroid Build Coastguard Worker         fState->setResourceState(newState);
67*c8dee2aaSAndroid Build Coastguard Worker     }
68*c8dee2aaSAndroid Build Coastguard Worker 
69*c8dee2aaSAndroid Build Coastguard Worker     static bool InitTextureResourceInfo(GrD3DGpu* gpu, const D3D12_RESOURCE_DESC& desc,
70*c8dee2aaSAndroid Build Coastguard Worker                                         D3D12_RESOURCE_STATES initialState, GrProtected,
71*c8dee2aaSAndroid Build Coastguard Worker                                         D3D12_CLEAR_VALUE*, GrD3DTextureResourceInfo*);
72*c8dee2aaSAndroid Build Coastguard Worker     static std::pair<GrD3DTextureResourceInfo, sk_sp<GrD3DResourceState>> CreateMSAA(
73*c8dee2aaSAndroid Build Coastguard Worker             GrD3DGpu* gpu, SkISize dimensions, int sampleCnt, const GrD3DTextureResourceInfo& info,
74*c8dee2aaSAndroid Build Coastguard Worker             SkColor4f clearColor);
75*c8dee2aaSAndroid Build Coastguard Worker 
76*c8dee2aaSAndroid Build Coastguard Worker     void setResourceRelease(sk_sp<GrSurface::RefCntedReleaseProc> releaseHelper);
77*c8dee2aaSAndroid Build Coastguard Worker 
78*c8dee2aaSAndroid Build Coastguard Worker protected:
79*c8dee2aaSAndroid Build Coastguard Worker     void releaseResource(GrD3DGpu* gpu);
80*c8dee2aaSAndroid Build Coastguard Worker 
81*c8dee2aaSAndroid Build Coastguard Worker     GrD3DTextureResourceInfo fInfo;
82*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<GrD3DResourceState> fState;
83*c8dee2aaSAndroid Build Coastguard Worker 
84*c8dee2aaSAndroid Build Coastguard Worker private:
85*c8dee2aaSAndroid Build Coastguard Worker     class Resource : public GrTextureResource {
86*c8dee2aaSAndroid Build Coastguard Worker     public:
Resource()87*c8dee2aaSAndroid Build Coastguard Worker         explicit Resource()
88*c8dee2aaSAndroid Build Coastguard Worker             : fResource(nullptr)
89*c8dee2aaSAndroid Build Coastguard Worker             , fAlloc(nullptr) {
90*c8dee2aaSAndroid Build Coastguard Worker         }
91*c8dee2aaSAndroid Build Coastguard Worker 
Resource(const gr_cp<ID3D12Resource> & textureResource,const sk_sp<GrD3DAlloc> & alloc)92*c8dee2aaSAndroid Build Coastguard Worker         Resource(const gr_cp<ID3D12Resource>& textureResource,
93*c8dee2aaSAndroid Build Coastguard Worker                  const sk_sp<GrD3DAlloc>& alloc)
94*c8dee2aaSAndroid Build Coastguard Worker             : fResource(textureResource)
95*c8dee2aaSAndroid Build Coastguard Worker             , fAlloc(alloc) {
96*c8dee2aaSAndroid Build Coastguard Worker         }
97*c8dee2aaSAndroid Build Coastguard Worker 
~Resource()98*c8dee2aaSAndroid Build Coastguard Worker         ~Resource() override {}
99*c8dee2aaSAndroid Build Coastguard Worker 
100*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_TRACE_MANAGED_RESOURCES
dumpInfo()101*c8dee2aaSAndroid Build Coastguard Worker         void dumpInfo() const override {
102*c8dee2aaSAndroid Build Coastguard Worker             SkDebugf("GrD3DTextureResource: %p (%d refs)\n", fResource.get(), this->getRefCnt());
103*c8dee2aaSAndroid Build Coastguard Worker         }
104*c8dee2aaSAndroid Build Coastguard Worker #endif
105*c8dee2aaSAndroid Build Coastguard Worker 
106*c8dee2aaSAndroid Build Coastguard Worker     private:
107*c8dee2aaSAndroid Build Coastguard Worker         void freeGPUData() const override;
108*c8dee2aaSAndroid Build Coastguard Worker 
109*c8dee2aaSAndroid Build Coastguard Worker         mutable gr_cp<ID3D12Resource> fResource;
110*c8dee2aaSAndroid Build Coastguard Worker         mutable sk_sp<GrD3DAlloc> fAlloc;
111*c8dee2aaSAndroid Build Coastguard Worker 
112*c8dee2aaSAndroid Build Coastguard Worker         using INHERITED = GrTextureResource;
113*c8dee2aaSAndroid Build Coastguard Worker     };
114*c8dee2aaSAndroid Build Coastguard Worker 
115*c8dee2aaSAndroid Build Coastguard Worker     sk_sp<Resource> fResource;
116*c8dee2aaSAndroid Build Coastguard Worker 
117*c8dee2aaSAndroid Build Coastguard Worker     friend class GrD3DRenderTarget;
118*c8dee2aaSAndroid Build Coastguard Worker };
119*c8dee2aaSAndroid Build Coastguard Worker 
120*c8dee2aaSAndroid Build Coastguard Worker #endif
121