xref: /aosp_15_r20/external/skia/src/gpu/ganesh/vk/GrVkTextureRenderTarget.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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
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