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 GrVkTextureRenderTarget_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define GrVkTextureRenderTarget_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrBackendSurface.h" 13*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrTypes.h" 14*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/ganesh/GrTypesPriv.h" 15*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/gpu/vk/SkiaVulkan.h" 16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkRenderTarget.h" 17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/vk/GrVkTexture.h" 18*c8dee2aaSAndroid Build Coastguard Worker 19*c8dee2aaSAndroid Build Coastguard Worker #include <cstddef> 20*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint> 21*c8dee2aaSAndroid Build Coastguard Worker #include <string_view> 22*c8dee2aaSAndroid Build Coastguard Worker #include <utility> 23*c8dee2aaSAndroid Build Coastguard Worker 24*c8dee2aaSAndroid Build Coastguard Worker class GrVkGpu; 25*c8dee2aaSAndroid Build Coastguard Worker class GrVkImage; 26*c8dee2aaSAndroid Build Coastguard Worker struct GrVkImageInfo; 27*c8dee2aaSAndroid Build Coastguard Worker struct SkISize; 28*c8dee2aaSAndroid Build Coastguard Worker 29*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu { 30*c8dee2aaSAndroid Build Coastguard Worker class MutableTextureState; 31*c8dee2aaSAndroid Build Coastguard Worker enum class Budgeted : bool; 32*c8dee2aaSAndroid Build Coastguard Worker } // namespace skgpu 33*c8dee2aaSAndroid Build Coastguard Worker 34*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_BUILD_FOR_WIN 35*c8dee2aaSAndroid Build Coastguard Worker // Windows gives bogus warnings about inheriting asTexture/asRenderTarget via dominance. 36*c8dee2aaSAndroid Build Coastguard Worker #pragma warning(push) 37*c8dee2aaSAndroid Build Coastguard Worker #pragma warning(disable: 4250) 38*c8dee2aaSAndroid Build Coastguard Worker #endif 39*c8dee2aaSAndroid Build Coastguard Worker 40*c8dee2aaSAndroid Build Coastguard Worker class GrVkTextureRenderTarget: public GrVkTexture, public GrVkRenderTarget { 41*c8dee2aaSAndroid Build Coastguard Worker public: 42*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<GrVkTextureRenderTarget> MakeNewTextureRenderTarget(GrVkGpu* gpu, 43*c8dee2aaSAndroid Build Coastguard Worker skgpu::Budgeted budgeted, 44*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions, 45*c8dee2aaSAndroid Build Coastguard Worker VkFormat format, 46*c8dee2aaSAndroid Build Coastguard Worker uint32_t mipLevels, 47*c8dee2aaSAndroid Build Coastguard Worker int sampleCnt, 48*c8dee2aaSAndroid Build Coastguard Worker GrMipmapStatus mipmapStatus, 49*c8dee2aaSAndroid Build Coastguard Worker GrProtected isProtected, 50*c8dee2aaSAndroid Build Coastguard Worker std::string_view label); 51*c8dee2aaSAndroid Build Coastguard Worker 52*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<GrVkTextureRenderTarget> MakeWrappedTextureRenderTarget( 53*c8dee2aaSAndroid Build Coastguard Worker GrVkGpu*, 54*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions, 55*c8dee2aaSAndroid Build Coastguard Worker int sampleCnt, 56*c8dee2aaSAndroid Build Coastguard Worker GrWrapOwnership, 57*c8dee2aaSAndroid Build Coastguard Worker GrWrapCacheable, 58*c8dee2aaSAndroid Build Coastguard Worker const GrVkImageInfo&, 59*c8dee2aaSAndroid Build Coastguard Worker sk_sp<skgpu::MutableTextureState>); 60*c8dee2aaSAndroid Build Coastguard Worker backendFormat()61*c8dee2aaSAndroid Build Coastguard Worker GrBackendFormat backendFormat() const override { return GrVkTexture::backendFormat(); } 62*c8dee2aaSAndroid Build Coastguard Worker 63*c8dee2aaSAndroid Build Coastguard Worker protected: onAbandon()64*c8dee2aaSAndroid Build Coastguard Worker void onAbandon() override { 65*c8dee2aaSAndroid Build Coastguard Worker // In order to correctly handle calling texture idle procs, GrVkTexture must go first. 66*c8dee2aaSAndroid Build Coastguard Worker GrVkTexture::onAbandon(); 67*c8dee2aaSAndroid Build Coastguard Worker GrVkRenderTarget::onAbandon(); 68*c8dee2aaSAndroid Build Coastguard Worker } 69*c8dee2aaSAndroid Build Coastguard Worker onRelease()70*c8dee2aaSAndroid Build Coastguard Worker void onRelease() override { 71*c8dee2aaSAndroid Build Coastguard Worker // In order to correctly handle calling texture idle procs, GrVkTexture must go first. 72*c8dee2aaSAndroid Build Coastguard Worker GrVkTexture::onRelease(); 73*c8dee2aaSAndroid Build Coastguard Worker GrVkRenderTarget::onRelease(); 74*c8dee2aaSAndroid Build Coastguard Worker } 75*c8dee2aaSAndroid Build Coastguard Worker 76*c8dee2aaSAndroid Build Coastguard Worker private: 77*c8dee2aaSAndroid Build Coastguard Worker GrVkTextureRenderTarget(GrVkGpu* gpu, 78*c8dee2aaSAndroid Build Coastguard Worker skgpu::Budgeted budgeted, 79*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions, 80*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrVkImage> texture, 81*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrVkImage> colorAttachment, 82*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrVkImage> resolveAttachment, 83*c8dee2aaSAndroid Build Coastguard Worker GrMipmapStatus, 84*c8dee2aaSAndroid Build Coastguard Worker std::string_view label); 85*c8dee2aaSAndroid Build Coastguard Worker 86*c8dee2aaSAndroid Build Coastguard Worker GrVkTextureRenderTarget(GrVkGpu* gpu, 87*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions, 88*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrVkImage> texture, 89*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrVkImage> colorAttachment, 90*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrVkImage> resolveAttachment, 91*c8dee2aaSAndroid Build Coastguard Worker GrMipmapStatus, 92*c8dee2aaSAndroid Build Coastguard Worker GrWrapCacheable, 93*c8dee2aaSAndroid Build Coastguard Worker std::string_view label); 94*c8dee2aaSAndroid Build Coastguard Worker 95*c8dee2aaSAndroid Build Coastguard Worker size_t onGpuMemorySize() const override; 96*c8dee2aaSAndroid Build Coastguard Worker onSetLabel()97*c8dee2aaSAndroid Build Coastguard Worker void onSetLabel() override{} 98*c8dee2aaSAndroid Build Coastguard Worker 99*c8dee2aaSAndroid Build Coastguard Worker // In Vulkan we call the release proc after we are finished with the underlying 100*c8dee2aaSAndroid Build Coastguard Worker // GrVkImage::Resource object (which occurs after the GPU has finished all work on it). onSetRelease(sk_sp<RefCntedReleaseProc> releaseHelper)101*c8dee2aaSAndroid Build Coastguard Worker void onSetRelease(sk_sp<RefCntedReleaseProc> releaseHelper) override { 102*c8dee2aaSAndroid Build Coastguard Worker // Forward the release proc on to GrVkImage 103*c8dee2aaSAndroid Build Coastguard Worker GrVkTexture::onSetRelease(std::move(releaseHelper)); 104*c8dee2aaSAndroid Build Coastguard Worker } 105*c8dee2aaSAndroid Build Coastguard Worker }; 106*c8dee2aaSAndroid Build Coastguard Worker 107*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_BUILD_FOR_WIN 108*c8dee2aaSAndroid Build Coastguard Worker #pragma warning(pop) 109*c8dee2aaSAndroid Build Coastguard Worker #endif 110*c8dee2aaSAndroid Build Coastguard Worker 111*c8dee2aaSAndroid Build Coastguard Worker #endif 112