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