1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2015 Google Inc. 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 GrVkImage_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define GrVkImage_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h" 13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/GpuTypes.h" 14*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrBackendSurface.h" 15*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrTypes.h" 16*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/MutableTextureState.h" 17*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/vk/GrVkBackendSurface.h" 18*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/vk/GrVkTypes.h" 19*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/vk/VulkanMutableTextureState.h" 20*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/vk/VulkanTypes.h" 21*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDebug.h" 22*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTo.h" 23*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h" 24*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/vk/SkiaVulkan.h" 25*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/GpuRefCnt.h" 26*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrAttachment.h" 27*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrManagedResource.h" 28*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkDescriptorSet.h" // IWYU pragma: keep 29*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/vk/VulkanMutableTextureStatePriv.h" 30*c8dee2aaSAndroid Build Coastguard Worker 31*c8dee2aaSAndroid Build Coastguard Worker #include <cinttypes> 32*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint> 33*c8dee2aaSAndroid Build Coastguard Worker #include <string_view> 34*c8dee2aaSAndroid Build Coastguard Worker 35*c8dee2aaSAndroid Build Coastguard Worker class GrVkGpu; 36*c8dee2aaSAndroid Build Coastguard Worker class GrVkImageView; 37*c8dee2aaSAndroid Build Coastguard Worker struct SkISize; 38*c8dee2aaSAndroid Build Coastguard Worker 39*c8dee2aaSAndroid Build Coastguard Worker class GrVkImage : public GrAttachment { 40*c8dee2aaSAndroid Build Coastguard Worker private: 41*c8dee2aaSAndroid Build Coastguard Worker class Resource; 42*c8dee2aaSAndroid Build Coastguard Worker 43*c8dee2aaSAndroid Build Coastguard Worker public: 44*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<GrVkImage> MakeStencil(GrVkGpu* gpu, 45*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions, 46*c8dee2aaSAndroid Build Coastguard Worker int sampleCnt, 47*c8dee2aaSAndroid Build Coastguard Worker VkFormat format); 48*c8dee2aaSAndroid Build Coastguard Worker 49*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<GrVkImage> MakeMSAA(GrVkGpu* gpu, 50*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions, 51*c8dee2aaSAndroid Build Coastguard Worker int numSamples, 52*c8dee2aaSAndroid Build Coastguard Worker VkFormat format, 53*c8dee2aaSAndroid Build Coastguard Worker GrProtected isProtected, 54*c8dee2aaSAndroid Build Coastguard Worker GrMemoryless memoryless); 55*c8dee2aaSAndroid Build Coastguard Worker 56*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<GrVkImage> MakeTexture(GrVkGpu* gpu, 57*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions, 58*c8dee2aaSAndroid Build Coastguard Worker VkFormat format, 59*c8dee2aaSAndroid Build Coastguard Worker uint32_t mipLevels, 60*c8dee2aaSAndroid Build Coastguard Worker GrRenderable renderable, 61*c8dee2aaSAndroid Build Coastguard Worker int numSamples, 62*c8dee2aaSAndroid Build Coastguard Worker skgpu::Budgeted budgeted, 63*c8dee2aaSAndroid Build Coastguard Worker GrProtected isProtected); 64*c8dee2aaSAndroid Build Coastguard Worker 65*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<GrVkImage> MakeWrapped(GrVkGpu* gpu, 66*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions, 67*c8dee2aaSAndroid Build Coastguard Worker const GrVkImageInfo&, 68*c8dee2aaSAndroid Build Coastguard Worker sk_sp<skgpu::MutableTextureState>, 69*c8dee2aaSAndroid Build Coastguard Worker UsageFlags attachmentUsages, 70*c8dee2aaSAndroid Build Coastguard Worker GrWrapOwnership, 71*c8dee2aaSAndroid Build Coastguard Worker GrWrapCacheable, 72*c8dee2aaSAndroid Build Coastguard Worker std::string_view label, 73*c8dee2aaSAndroid Build Coastguard Worker bool forSecondaryCB = false); 74*c8dee2aaSAndroid Build Coastguard Worker 75*c8dee2aaSAndroid Build Coastguard Worker ~GrVkImage() override; 76*c8dee2aaSAndroid Build Coastguard Worker image()77*c8dee2aaSAndroid Build Coastguard Worker VkImage image() const { 78*c8dee2aaSAndroid Build Coastguard Worker // Should only be called when we have a real fResource object, i.e. never when being used as 79*c8dee2aaSAndroid Build Coastguard Worker // a RT in an external secondary command buffer. 80*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fResource); 81*c8dee2aaSAndroid Build Coastguard Worker return fInfo.fImage; 82*c8dee2aaSAndroid Build Coastguard Worker } alloc()83*c8dee2aaSAndroid Build Coastguard Worker const skgpu::VulkanAlloc& alloc() const { 84*c8dee2aaSAndroid Build Coastguard Worker // Should only be called when we have a real fResource object, i.e. never when being used as 85*c8dee2aaSAndroid Build Coastguard Worker // a RT in an external secondary command buffer. 86*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fResource); 87*c8dee2aaSAndroid Build Coastguard Worker return fInfo.fAlloc; 88*c8dee2aaSAndroid Build Coastguard Worker } vkImageInfo()89*c8dee2aaSAndroid Build Coastguard Worker const GrVkImageInfo& vkImageInfo() const { return fInfo; } imageFormat()90*c8dee2aaSAndroid Build Coastguard Worker VkFormat imageFormat() const { return fInfo.fFormat; } backendFormat()91*c8dee2aaSAndroid Build Coastguard Worker GrBackendFormat backendFormat() const override { 92*c8dee2aaSAndroid Build Coastguard Worker bool usesDRMModifier = 93*c8dee2aaSAndroid Build Coastguard Worker this->vkImageInfo().fImageTiling == VK_IMAGE_TILING_DRM_FORMAT_MODIFIER_EXT; 94*c8dee2aaSAndroid Build Coastguard Worker if (fResource && this->ycbcrConversionInfo().isValid()) { 95*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(this->imageFormat() == this->ycbcrConversionInfo().fFormat); 96*c8dee2aaSAndroid Build Coastguard Worker return GrBackendFormats::MakeVk(this->ycbcrConversionInfo(), usesDRMModifier); 97*c8dee2aaSAndroid Build Coastguard Worker } 98*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(this->imageFormat() != VK_FORMAT_UNDEFINED); 99*c8dee2aaSAndroid Build Coastguard Worker return GrBackendFormats::MakeVk(this->imageFormat(), usesDRMModifier); 100*c8dee2aaSAndroid Build Coastguard Worker } mipLevels()101*c8dee2aaSAndroid Build Coastguard Worker uint32_t mipLevels() const { return fInfo.fLevelCount; } ycbcrConversionInfo()102*c8dee2aaSAndroid Build Coastguard Worker const skgpu::VulkanYcbcrConversionInfo& ycbcrConversionInfo() const { 103*c8dee2aaSAndroid Build Coastguard Worker // Should only be called when we have a real fResource object, i.e. never when being used as 104*c8dee2aaSAndroid Build Coastguard Worker // a RT in an external secondary command buffer. 105*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fResource); 106*c8dee2aaSAndroid Build Coastguard Worker return fInfo.fYcbcrConversionInfo; 107*c8dee2aaSAndroid Build Coastguard Worker } vkUsageFlags()108*c8dee2aaSAndroid Build Coastguard Worker VkImageUsageFlags vkUsageFlags() { return fInfo.fImageUsageFlags; } supportsInputAttachmentUsage()109*c8dee2aaSAndroid Build Coastguard Worker bool supportsInputAttachmentUsage() const { 110*c8dee2aaSAndroid Build Coastguard Worker return fInfo.fImageUsageFlags & VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT; 111*c8dee2aaSAndroid Build Coastguard Worker } 112*c8dee2aaSAndroid Build Coastguard Worker framebufferView()113*c8dee2aaSAndroid Build Coastguard Worker const GrVkImageView* framebufferView() const { return fFramebufferView.get(); } textureView()114*c8dee2aaSAndroid Build Coastguard Worker const GrVkImageView* textureView() const { return fTextureView.get(); } 115*c8dee2aaSAndroid Build Coastguard Worker 116*c8dee2aaSAndroid Build Coastguard Worker // So that we don't need to rewrite descriptor sets each time, we keep cached input descriptor 117*c8dee2aaSAndroid Build Coastguard Worker // sets on the attachment and simply reuse those descriptor sets for this attachment only. These 118*c8dee2aaSAndroid Build Coastguard Worker // calls will fail if the attachment does not support being used as an input attachment. These 119*c8dee2aaSAndroid Build Coastguard Worker // calls do not ref the GrVkDescriptorSet so they called will need to manually ref them if they 120*c8dee2aaSAndroid Build Coastguard Worker // need to be kept alive. 121*c8dee2aaSAndroid Build Coastguard Worker gr_rp<const GrVkDescriptorSet> inputDescSetForBlending(GrVkGpu* gpu); 122*c8dee2aaSAndroid Build Coastguard Worker // Input descripotr set used when needing to read a resolve attachment to load data into a 123*c8dee2aaSAndroid Build Coastguard Worker // discardable msaa attachment. 124*c8dee2aaSAndroid Build Coastguard Worker gr_rp<const GrVkDescriptorSet> inputDescSetForMSAALoad(GrVkGpu* gpu); 125*c8dee2aaSAndroid Build Coastguard Worker resource()126*c8dee2aaSAndroid Build Coastguard Worker const Resource* resource() const { 127*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fResource); 128*c8dee2aaSAndroid Build Coastguard Worker return fResource; 129*c8dee2aaSAndroid Build Coastguard Worker } isLinearTiled()130*c8dee2aaSAndroid Build Coastguard Worker bool isLinearTiled() const { 131*c8dee2aaSAndroid Build Coastguard Worker // Should only be called when we have a real fResource object, i.e. never when being used as 132*c8dee2aaSAndroid Build Coastguard Worker // a RT in an external secondary command buffer. 133*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fResource); 134*c8dee2aaSAndroid Build Coastguard Worker return SkToBool(VK_IMAGE_TILING_LINEAR == fInfo.fImageTiling); 135*c8dee2aaSAndroid Build Coastguard Worker } isBorrowed()136*c8dee2aaSAndroid Build Coastguard Worker bool isBorrowed() const { return fIsBorrowed; } 137*c8dee2aaSAndroid Build Coastguard Worker getMutableState()138*c8dee2aaSAndroid Build Coastguard Worker sk_sp<skgpu::MutableTextureState> getMutableState() const { return fMutableState; } 139*c8dee2aaSAndroid Build Coastguard Worker currentLayout()140*c8dee2aaSAndroid Build Coastguard Worker VkImageLayout currentLayout() const { 141*c8dee2aaSAndroid Build Coastguard Worker return skgpu::MutableTextureStates::GetVkImageLayout(fMutableState.get()); 142*c8dee2aaSAndroid Build Coastguard Worker } 143*c8dee2aaSAndroid Build Coastguard Worker 144*c8dee2aaSAndroid Build Coastguard Worker void setImageLayoutAndQueueIndex(const GrVkGpu* gpu, 145*c8dee2aaSAndroid Build Coastguard Worker VkImageLayout newLayout, 146*c8dee2aaSAndroid Build Coastguard Worker VkAccessFlags dstAccessMask, 147*c8dee2aaSAndroid Build Coastguard Worker VkPipelineStageFlags dstStageMask, 148*c8dee2aaSAndroid Build Coastguard Worker bool byRegion, 149*c8dee2aaSAndroid Build Coastguard Worker uint32_t newQueueFamilyIndex); 150*c8dee2aaSAndroid Build Coastguard Worker setImageLayout(const GrVkGpu * gpu,VkImageLayout newLayout,VkAccessFlags dstAccessMask,VkPipelineStageFlags dstStageMask,bool byRegion)151*c8dee2aaSAndroid Build Coastguard Worker void setImageLayout(const GrVkGpu* gpu, 152*c8dee2aaSAndroid Build Coastguard Worker VkImageLayout newLayout, 153*c8dee2aaSAndroid Build Coastguard Worker VkAccessFlags dstAccessMask, 154*c8dee2aaSAndroid Build Coastguard Worker VkPipelineStageFlags dstStageMask, 155*c8dee2aaSAndroid Build Coastguard Worker bool byRegion) { 156*c8dee2aaSAndroid Build Coastguard Worker this->setImageLayoutAndQueueIndex(gpu, newLayout, dstAccessMask, dstStageMask, byRegion, 157*c8dee2aaSAndroid Build Coastguard Worker VK_QUEUE_FAMILY_IGNORED); 158*c8dee2aaSAndroid Build Coastguard Worker } 159*c8dee2aaSAndroid Build Coastguard Worker currentQueueFamilyIndex()160*c8dee2aaSAndroid Build Coastguard Worker uint32_t currentQueueFamilyIndex() const { 161*c8dee2aaSAndroid Build Coastguard Worker return skgpu::MutableTextureStates::GetVkQueueFamilyIndex(fMutableState.get()); 162*c8dee2aaSAndroid Build Coastguard Worker } 163*c8dee2aaSAndroid Build Coastguard Worker setQueueFamilyIndex(uint32_t queueFamilyIndex)164*c8dee2aaSAndroid Build Coastguard Worker void setQueueFamilyIndex(uint32_t queueFamilyIndex) { 165*c8dee2aaSAndroid Build Coastguard Worker skgpu::MutableTextureStates::SetVkQueueFamilyIndex(fMutableState.get(), queueFamilyIndex); 166*c8dee2aaSAndroid Build Coastguard Worker } 167*c8dee2aaSAndroid Build Coastguard Worker 168*c8dee2aaSAndroid Build Coastguard Worker // Returns the image to its original queue family and changes the layout to present if the queue 169*c8dee2aaSAndroid Build Coastguard Worker // family is not external or foreign. 170*c8dee2aaSAndroid Build Coastguard Worker void prepareForPresent(GrVkGpu* gpu); 171*c8dee2aaSAndroid Build Coastguard Worker 172*c8dee2aaSAndroid Build Coastguard Worker // Returns the image to its original queue family 173*c8dee2aaSAndroid Build Coastguard Worker void prepareForExternal(GrVkGpu* gpu); 174*c8dee2aaSAndroid Build Coastguard Worker 175*c8dee2aaSAndroid Build Coastguard Worker // This simply updates our tracking of the image layout and does not actually do any gpu work. 176*c8dee2aaSAndroid Build Coastguard Worker // This is only used for mip map generation where we are manually changing the layouts as we 177*c8dee2aaSAndroid Build Coastguard Worker // blit each layer, and then at the end need to update our tracking. updateImageLayout(VkImageLayout newLayout)178*c8dee2aaSAndroid Build Coastguard Worker void updateImageLayout(VkImageLayout newLayout) { 179*c8dee2aaSAndroid Build Coastguard Worker // Should only be called when we have a real fResource object, i.e. never when being used as 180*c8dee2aaSAndroid Build Coastguard Worker // a RT in an external secondary command buffer. 181*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(fResource); 182*c8dee2aaSAndroid Build Coastguard Worker skgpu::MutableTextureStates::SetVkImageLayout(fMutableState.get(), newLayout); 183*c8dee2aaSAndroid Build Coastguard Worker } 184*c8dee2aaSAndroid Build Coastguard Worker 185*c8dee2aaSAndroid Build Coastguard Worker struct ImageDesc { 186*c8dee2aaSAndroid Build Coastguard Worker VkImageType fImageType; 187*c8dee2aaSAndroid Build Coastguard Worker VkFormat fFormat; 188*c8dee2aaSAndroid Build Coastguard Worker uint32_t fWidth; 189*c8dee2aaSAndroid Build Coastguard Worker uint32_t fHeight; 190*c8dee2aaSAndroid Build Coastguard Worker uint32_t fLevels; 191*c8dee2aaSAndroid Build Coastguard Worker uint32_t fSamples; 192*c8dee2aaSAndroid Build Coastguard Worker VkImageTiling fImageTiling; 193*c8dee2aaSAndroid Build Coastguard Worker VkImageUsageFlags fUsageFlags; 194*c8dee2aaSAndroid Build Coastguard Worker VkFlags fMemProps; 195*c8dee2aaSAndroid Build Coastguard Worker GrProtected fIsProtected; 196*c8dee2aaSAndroid Build Coastguard Worker ImageDescImageDesc197*c8dee2aaSAndroid Build Coastguard Worker ImageDesc() 198*c8dee2aaSAndroid Build Coastguard Worker : fImageType(VK_IMAGE_TYPE_2D) 199*c8dee2aaSAndroid Build Coastguard Worker , fFormat(VK_FORMAT_UNDEFINED) 200*c8dee2aaSAndroid Build Coastguard Worker , fWidth(0) 201*c8dee2aaSAndroid Build Coastguard Worker , fHeight(0) 202*c8dee2aaSAndroid Build Coastguard Worker , fLevels(1) 203*c8dee2aaSAndroid Build Coastguard Worker , fSamples(1) 204*c8dee2aaSAndroid Build Coastguard Worker , fImageTiling(VK_IMAGE_TILING_OPTIMAL) 205*c8dee2aaSAndroid Build Coastguard Worker , fUsageFlags(0) 206*c8dee2aaSAndroid Build Coastguard Worker , fMemProps(VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT) 207*c8dee2aaSAndroid Build Coastguard Worker , fIsProtected(GrProtected::kNo) {} 208*c8dee2aaSAndroid Build Coastguard Worker }; 209*c8dee2aaSAndroid Build Coastguard Worker 210*c8dee2aaSAndroid Build Coastguard Worker static bool InitImageInfo(GrVkGpu* gpu, const ImageDesc& imageDesc, GrVkImageInfo*); 211*c8dee2aaSAndroid Build Coastguard Worker // Destroys the internal VkImage and VkDeviceMemory in the GrVkImageInfo 212*c8dee2aaSAndroid Build Coastguard Worker static void DestroyImageInfo(const GrVkGpu* gpu, GrVkImageInfo*); 213*c8dee2aaSAndroid Build Coastguard Worker 214*c8dee2aaSAndroid Build Coastguard Worker // These match the definitions in SkImage, for whence they came 215*c8dee2aaSAndroid Build Coastguard Worker typedef void* ReleaseCtx; 216*c8dee2aaSAndroid Build Coastguard Worker typedef void (*ReleaseProc)(ReleaseCtx); 217*c8dee2aaSAndroid Build Coastguard Worker 218*c8dee2aaSAndroid Build Coastguard Worker void setResourceRelease(sk_sp<RefCntedReleaseProc> releaseHelper); 219*c8dee2aaSAndroid Build Coastguard Worker 220*c8dee2aaSAndroid Build Coastguard Worker // Helpers to use for setting the layout of the VkImage 221*c8dee2aaSAndroid Build Coastguard Worker static VkPipelineStageFlags LayoutToPipelineSrcStageFlags(const VkImageLayout layout); 222*c8dee2aaSAndroid Build Coastguard Worker static VkAccessFlags LayoutToSrcAccessMask(const VkImageLayout layout); 223*c8dee2aaSAndroid Build Coastguard Worker 224*c8dee2aaSAndroid Build Coastguard Worker #if defined(GPU_TEST_UTILS) 225*c8dee2aaSAndroid Build Coastguard Worker void setCurrentQueueFamilyToGraphicsQueue(GrVkGpu* gpu); 226*c8dee2aaSAndroid Build Coastguard Worker #endif 227*c8dee2aaSAndroid Build Coastguard Worker 228*c8dee2aaSAndroid Build Coastguard Worker private: 229*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<GrVkImage> Make(GrVkGpu* gpu, 230*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions, 231*c8dee2aaSAndroid Build Coastguard Worker UsageFlags attachmentUsages, 232*c8dee2aaSAndroid Build Coastguard Worker int sampleCnt, 233*c8dee2aaSAndroid Build Coastguard Worker VkFormat format, 234*c8dee2aaSAndroid Build Coastguard Worker uint32_t mipLevels, 235*c8dee2aaSAndroid Build Coastguard Worker VkImageUsageFlags vkUsageFlags, 236*c8dee2aaSAndroid Build Coastguard Worker GrProtected isProtected, 237*c8dee2aaSAndroid Build Coastguard Worker GrMemoryless, 238*c8dee2aaSAndroid Build Coastguard Worker skgpu::Budgeted); 239*c8dee2aaSAndroid Build Coastguard Worker 240*c8dee2aaSAndroid Build Coastguard Worker GrVkImage(GrVkGpu* gpu, 241*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions, 242*c8dee2aaSAndroid Build Coastguard Worker UsageFlags supportedUsages, 243*c8dee2aaSAndroid Build Coastguard Worker const GrVkImageInfo&, 244*c8dee2aaSAndroid Build Coastguard Worker sk_sp<skgpu::MutableTextureState> mutableState, 245*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrVkImageView> framebufferView, 246*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrVkImageView> textureView, 247*c8dee2aaSAndroid Build Coastguard Worker skgpu::Budgeted, 248*c8dee2aaSAndroid Build Coastguard Worker std::string_view label); 249*c8dee2aaSAndroid Build Coastguard Worker 250*c8dee2aaSAndroid Build Coastguard Worker GrVkImage(GrVkGpu* gpu, 251*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions, 252*c8dee2aaSAndroid Build Coastguard Worker UsageFlags supportedUsages, 253*c8dee2aaSAndroid Build Coastguard Worker const GrVkImageInfo&, 254*c8dee2aaSAndroid Build Coastguard Worker sk_sp<skgpu::MutableTextureState> mutableState, 255*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrVkImageView> framebufferView, 256*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrVkImageView> textureView, 257*c8dee2aaSAndroid Build Coastguard Worker GrBackendObjectOwnership, 258*c8dee2aaSAndroid Build Coastguard Worker GrWrapCacheable, 259*c8dee2aaSAndroid Build Coastguard Worker bool forSecondaryCB, 260*c8dee2aaSAndroid Build Coastguard Worker std::string_view label); 261*c8dee2aaSAndroid Build Coastguard Worker 262*c8dee2aaSAndroid Build Coastguard Worker void init(GrVkGpu*, bool forSecondaryCB); 263*c8dee2aaSAndroid Build Coastguard Worker 264*c8dee2aaSAndroid Build Coastguard Worker void onRelease() override; 265*c8dee2aaSAndroid Build Coastguard Worker void onAbandon() override; 266*c8dee2aaSAndroid Build Coastguard Worker 267*c8dee2aaSAndroid Build Coastguard Worker void releaseImage(); hasResource()268*c8dee2aaSAndroid Build Coastguard Worker bool hasResource() const { return fResource; } 269*c8dee2aaSAndroid Build Coastguard Worker 270*c8dee2aaSAndroid Build Coastguard Worker GrVkGpu* getVkGpu() const; 271*c8dee2aaSAndroid Build Coastguard Worker 272*c8dee2aaSAndroid Build Coastguard Worker GrVkImageInfo fInfo; 273*c8dee2aaSAndroid Build Coastguard Worker uint32_t fInitialQueueFamily; 274*c8dee2aaSAndroid Build Coastguard Worker sk_sp<skgpu::MutableTextureState> fMutableState; 275*c8dee2aaSAndroid Build Coastguard Worker 276*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrVkImageView> fFramebufferView; 277*c8dee2aaSAndroid Build Coastguard Worker sk_sp<const GrVkImageView> fTextureView; 278*c8dee2aaSAndroid Build Coastguard Worker 279*c8dee2aaSAndroid Build Coastguard Worker bool fIsBorrowed; 280*c8dee2aaSAndroid Build Coastguard Worker 281*c8dee2aaSAndroid Build Coastguard Worker // Descriptor set used when this is used as an input attachment for reading the dst in blending. 282*c8dee2aaSAndroid Build Coastguard Worker gr_rp<const GrVkDescriptorSet> fCachedBlendingInputDescSet; 283*c8dee2aaSAndroid Build Coastguard Worker // Descriptor set used when this is used as an input attachment for loading an msaa attachment. 284*c8dee2aaSAndroid Build Coastguard Worker gr_rp<const GrVkDescriptorSet> fCachedMSAALoadInputDescSet; 285*c8dee2aaSAndroid Build Coastguard Worker 286*c8dee2aaSAndroid Build Coastguard Worker class Resource : public GrTextureResource { 287*c8dee2aaSAndroid Build Coastguard Worker public: Resource(const GrVkGpu * gpu)288*c8dee2aaSAndroid Build Coastguard Worker explicit Resource(const GrVkGpu* gpu) 289*c8dee2aaSAndroid Build Coastguard Worker : fGpu(gpu) 290*c8dee2aaSAndroid Build Coastguard Worker , fImage(VK_NULL_HANDLE) { 291*c8dee2aaSAndroid Build Coastguard Worker fAlloc.fMemory = VK_NULL_HANDLE; 292*c8dee2aaSAndroid Build Coastguard Worker fAlloc.fOffset = 0; 293*c8dee2aaSAndroid Build Coastguard Worker } 294*c8dee2aaSAndroid Build Coastguard Worker Resource(const GrVkGpu * gpu,VkImage image,const skgpu::VulkanAlloc & alloc,VkImageTiling tiling)295*c8dee2aaSAndroid Build Coastguard Worker Resource(const GrVkGpu* gpu, 296*c8dee2aaSAndroid Build Coastguard Worker VkImage image, 297*c8dee2aaSAndroid Build Coastguard Worker const skgpu::VulkanAlloc& alloc, 298*c8dee2aaSAndroid Build Coastguard Worker VkImageTiling tiling) 299*c8dee2aaSAndroid Build Coastguard Worker : fGpu(gpu) 300*c8dee2aaSAndroid Build Coastguard Worker , fImage(image) 301*c8dee2aaSAndroid Build Coastguard Worker , fAlloc(alloc) {} 302*c8dee2aaSAndroid Build Coastguard Worker ~Resource()303*c8dee2aaSAndroid Build Coastguard Worker ~Resource() override {} 304*c8dee2aaSAndroid Build Coastguard Worker 305*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_TRACE_MANAGED_RESOURCES dumpInfo()306*c8dee2aaSAndroid Build Coastguard Worker void dumpInfo() const override { 307*c8dee2aaSAndroid Build Coastguard Worker SkDebugf("GrVkImage: %" PRIdPTR " (%d refs)\n", (intptr_t)fImage, this->getRefCnt()); 308*c8dee2aaSAndroid Build Coastguard Worker } 309*c8dee2aaSAndroid Build Coastguard Worker #endif 310*c8dee2aaSAndroid Build Coastguard Worker 311*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DEBUG asVkImageResource()312*c8dee2aaSAndroid Build Coastguard Worker const GrManagedResource* asVkImageResource() const override { return this; } 313*c8dee2aaSAndroid Build Coastguard Worker #endif 314*c8dee2aaSAndroid Build Coastguard Worker 315*c8dee2aaSAndroid Build Coastguard Worker private: 316*c8dee2aaSAndroid Build Coastguard Worker void freeGPUData() const override; 317*c8dee2aaSAndroid Build Coastguard Worker 318*c8dee2aaSAndroid Build Coastguard Worker const GrVkGpu* fGpu; 319*c8dee2aaSAndroid Build Coastguard Worker VkImage fImage; 320*c8dee2aaSAndroid Build Coastguard Worker skgpu::VulkanAlloc fAlloc; 321*c8dee2aaSAndroid Build Coastguard Worker 322*c8dee2aaSAndroid Build Coastguard Worker using INHERITED = GrTextureResource; 323*c8dee2aaSAndroid Build Coastguard Worker }; 324*c8dee2aaSAndroid Build Coastguard Worker 325*c8dee2aaSAndroid Build Coastguard Worker // for wrapped textures 326*c8dee2aaSAndroid Build Coastguard Worker class BorrowedResource : public Resource { 327*c8dee2aaSAndroid Build Coastguard Worker public: BorrowedResource(const GrVkGpu * gpu,VkImage image,const skgpu::VulkanAlloc & alloc,VkImageTiling tiling)328*c8dee2aaSAndroid Build Coastguard Worker BorrowedResource(const GrVkGpu* gpu, VkImage image, const skgpu::VulkanAlloc& alloc, 329*c8dee2aaSAndroid Build Coastguard Worker VkImageTiling tiling) 330*c8dee2aaSAndroid Build Coastguard Worker : Resource(gpu, image, alloc, tiling) { 331*c8dee2aaSAndroid Build Coastguard Worker } 332*c8dee2aaSAndroid Build Coastguard Worker private: 333*c8dee2aaSAndroid Build Coastguard Worker void freeGPUData() const override; 334*c8dee2aaSAndroid Build Coastguard Worker }; 335*c8dee2aaSAndroid Build Coastguard Worker 336*c8dee2aaSAndroid Build Coastguard Worker Resource* fResource; 337*c8dee2aaSAndroid Build Coastguard Worker 338*c8dee2aaSAndroid Build Coastguard Worker friend class GrVkRenderTarget; 339*c8dee2aaSAndroid Build Coastguard Worker }; 340*c8dee2aaSAndroid Build Coastguard Worker 341*c8dee2aaSAndroid Build Coastguard Worker #endif 342