| /* | |
| * Copyright 2020 Google LLC | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "src/gpu/ganesh/d3d/GrD3DTextureRenderTarget.h" | |
| #include "src/gpu/ganesh/GrTexture.h" | |
| #include "src/gpu/ganesh/d3d/GrD3DGpu.h" | |
| GrD3DTextureRenderTarget::GrD3DTextureRenderTarget( | |
| GrD3DGpu* gpu, | |
| skgpu::Budgeted budgeted, | |
| SkISize dimensions, | |
| const GrD3DTextureResourceInfo& info, | |
| sk_sp<GrD3DResourceState> state, | |
| const GrD3DDescriptorHeap::CPUHandle& shaderResourceView, | |
| const GrD3DTextureResourceInfo& msaaInfo, | |
| sk_sp<GrD3DResourceState> msaaState, | |
| const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView, | |
| const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView, | |
| GrMipmapStatus mipmapStatus, | |
| std::string_view label) | |
| : GrSurface(gpu, dimensions, info.fProtected, label) | |
| , GrD3DTextureResource(info, state) | |
| , GrD3DTexture(gpu, dimensions, info, state, shaderResourceView, mipmapStatus, label) | |
| , GrD3DRenderTarget(gpu, | |
| dimensions, | |
| info, | |
| state, | |
| msaaInfo, | |
| std::move(msaaState), | |
| colorRenderTargetView, | |
| resolveRenderTargetView, | |
| label) { | |
| SkASSERT(info.fProtected == msaaInfo.fProtected); | |
| this->registerWithCache(budgeted); | |
| } | |
| GrD3DTextureRenderTarget::GrD3DTextureRenderTarget( | |
| GrD3DGpu* gpu, | |
| skgpu::Budgeted budgeted, | |
| SkISize dimensions, | |
| const GrD3DTextureResourceInfo& info, | |
| sk_sp<GrD3DResourceState> state, | |
| const GrD3DDescriptorHeap::CPUHandle& shaderResourceView, | |
| const GrD3DDescriptorHeap::CPUHandle& renderTargetView, | |
| GrMipmapStatus mipmapStatus, | |
| std::string_view label) | |
| : GrSurface(gpu, dimensions, info.fProtected, label) | |
| , GrD3DTextureResource(info, state) | |
| , GrD3DTexture(gpu, dimensions, info, state, shaderResourceView, mipmapStatus, label) | |
| , GrD3DRenderTarget(gpu, dimensions, info, state, renderTargetView, label) { | |
| this->registerWithCache(budgeted); | |
| } | |
| GrD3DTextureRenderTarget::GrD3DTextureRenderTarget( | |
| GrD3DGpu* gpu, | |
| SkISize dimensions, | |
| const GrD3DTextureResourceInfo& info, | |
| sk_sp<GrD3DResourceState> state, | |
| const GrD3DDescriptorHeap::CPUHandle& shaderResourceView, | |
| const GrD3DTextureResourceInfo& msaaInfo, | |
| sk_sp<GrD3DResourceState> msaaState, | |
| const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView, | |
| const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView, | |
| GrMipmapStatus mipmapStatus, | |
| GrWrapCacheable cacheable, | |
| std::string_view label) | |
| : GrSurface(gpu, dimensions, info.fProtected, label) | |
| , GrD3DTextureResource(info, state) | |
| , GrD3DTexture(gpu, dimensions, info, state, shaderResourceView, mipmapStatus, label) | |
| , GrD3DRenderTarget(gpu, | |
| dimensions, | |
| info, | |
| state, | |
| msaaInfo, | |
| std::move(msaaState), | |
| colorRenderTargetView, | |
| resolveRenderTargetView, | |
| label) { | |
| SkASSERT(info.fProtected == msaaInfo.fProtected); | |
| this->registerWithCacheWrapped(cacheable); | |
| } | |
| GrD3DTextureRenderTarget::GrD3DTextureRenderTarget( | |
| GrD3DGpu* gpu, | |
| SkISize dimensions, | |
| const GrD3DTextureResourceInfo& info, | |
| sk_sp<GrD3DResourceState> state, | |
| const GrD3DDescriptorHeap::CPUHandle& shaderResourceView, | |
| const GrD3DDescriptorHeap::CPUHandle& renderTargetView, | |
| GrMipmapStatus mipmapStatus, | |
| GrWrapCacheable cacheable, | |
| std::string_view label) | |
| : GrSurface(gpu, dimensions, info.fProtected, label) | |
| , GrD3DTextureResource(info, state) | |
| , GrD3DTexture(gpu, dimensions, info, state, shaderResourceView, mipmapStatus, label) | |
| , GrD3DRenderTarget(gpu, dimensions, info, state, renderTargetView, label) { | |
| this->registerWithCacheWrapped(cacheable); | |
| } | |
| sk_sp<GrD3DTextureRenderTarget> GrD3DTextureRenderTarget::MakeNewTextureRenderTarget( | |
| GrD3DGpu* gpu, | |
| skgpu::Budgeted budgeted, | |
| SkISize dimensions, | |
| int sampleCnt, | |
| const D3D12_RESOURCE_DESC& resourceDesc, | |
| GrProtected isProtected, | |
| GrMipmapStatus mipmapStatus, | |
| std::string_view label) { | |
| GrD3DTextureResourceInfo info; | |
| D3D12_RESOURCE_STATES initialState = sampleCnt > 1 ? D3D12_RESOURCE_STATE_RESOLVE_DEST | |
| : D3D12_RESOURCE_STATE_RENDER_TARGET; | |
| D3D12_CLEAR_VALUE clearValue = {}; | |
| clearValue.Format = resourceDesc.Format; | |
| clearValue.Color[0] = 0; | |
| clearValue.Color[1] = 0; | |
| clearValue.Color[2] = 0; | |
| clearValue.Color[3] = 0; | |
| if (!GrD3DTextureResource::InitTextureResourceInfo(gpu, resourceDesc, initialState, | |
| isProtected, &clearValue, &info)) { | |
| return nullptr; | |
| } | |
| sk_sp<GrD3DResourceState> state(new GrD3DResourceState( | |
| static_cast<D3D12_RESOURCE_STATES>(info.fResourceState))); | |
| const GrD3DDescriptorHeap::CPUHandle shaderResourceView = | |
| gpu->resourceProvider().createShaderResourceView(info.fResource.get()); | |
| const GrD3DDescriptorHeap::CPUHandle renderTargetView = | |
| gpu->resourceProvider().createRenderTargetView(info.fResource.get()); | |
| if (sampleCnt > 1) { | |
| GrD3DTextureResourceInfo msInfo; | |
| sk_sp<GrD3DResourceState> msState; | |
| // created MSAA surface we assume will be used for masks, so clear to transparent black | |
| SkColor4f clearColor = { 0, 0, 0, 0 }; | |
| std::tie(msInfo, msState) = | |
| GrD3DTextureResource::CreateMSAA(gpu, dimensions, sampleCnt, info, clearColor); | |
| if (!msInfo.fResource || !msState) { | |
| return nullptr; | |
| } | |
| const GrD3DDescriptorHeap::CPUHandle msaaRenderTargetView = | |
| gpu->resourceProvider().createRenderTargetView(msInfo.fResource.get()); | |
| GrD3DTextureRenderTarget* trt = new GrD3DTextureRenderTarget(gpu, | |
| budgeted, | |
| dimensions, | |
| info, | |
| std::move(state), | |
| shaderResourceView, | |
| msInfo, | |
| std::move(msState), | |
| msaaRenderTargetView, | |
| renderTargetView, | |
| mipmapStatus, | |
| label); | |
| return sk_sp<GrD3DTextureRenderTarget>(trt); | |
| } else { | |
| GrD3DTextureRenderTarget* trt = new GrD3DTextureRenderTarget(gpu, | |
| budgeted, | |
| dimensions, | |
| info, | |
| std::move(state), | |
| shaderResourceView, | |
| renderTargetView, | |
| mipmapStatus, | |
| label); | |
| return sk_sp<GrD3DTextureRenderTarget>(trt); | |
| } | |
| } | |
| sk_sp<GrD3DTextureRenderTarget> GrD3DTextureRenderTarget::MakeWrappedTextureRenderTarget( | |
| GrD3DGpu* gpu, | |
| SkISize dimensions, | |
| int sampleCnt, | |
| GrWrapCacheable cacheable, | |
| const GrD3DTextureResourceInfo& info, | |
| sk_sp<GrD3DResourceState> state) { | |
| // TODO: If a client uses their own heap to allocate, how do we manage that? | |
| // Adopted textures require both image and allocation because we're responsible for freeing | |
| //SkASSERT(VK_NULL_HANDLE != info.fImage && | |
| // (kBorrow_GrWrapOwnership == wrapOwnership || VK_NULL_HANDLE != info.fAlloc.fMemory)); | |
| GrMipmapStatus mipmapStatus = info.fLevelCount > 1 ? GrMipmapStatus::kDirty | |
| : GrMipmapStatus::kNotAllocated; | |
| const GrD3DDescriptorHeap::CPUHandle shaderResourceView = | |
| gpu->resourceProvider().createShaderResourceView(info.fResource.get()); | |
| const GrD3DDescriptorHeap::CPUHandle renderTargetView = | |
| gpu->resourceProvider().createRenderTargetView(info.fResource.get()); | |
| if (sampleCnt > 1) { | |
| GrD3DTextureResourceInfo msInfo; | |
| sk_sp<GrD3DResourceState> msState; | |
| // for wrapped MSAA surface we assume clear to white | |
| SkColor4f clearColor = { 1, 1, 1, 1 }; | |
| std::tie(msInfo, msState) = | |
| GrD3DTextureResource::CreateMSAA(gpu, dimensions, sampleCnt, info, clearColor); | |
| if (!msInfo.fResource || !msState) { | |
| return nullptr; | |
| } | |
| const GrD3DDescriptorHeap::CPUHandle msaaRenderTargetView = | |
| gpu->resourceProvider().createRenderTargetView(msInfo.fResource.get()); | |
| GrD3DTextureRenderTarget* trt = new GrD3DTextureRenderTarget( | |
| gpu, | |
| dimensions, | |
| info, | |
| std::move(state), | |
| shaderResourceView, | |
| msInfo, | |
| std::move(msState), | |
| msaaRenderTargetView, | |
| renderTargetView, | |
| mipmapStatus, | |
| cacheable, | |
| /*label=*/"MakeWrappedTextureRenderTargetWithMSAASurface"); | |
| return sk_sp<GrD3DTextureRenderTarget>(trt); | |
| } else { | |
| return sk_sp<GrD3DTextureRenderTarget>( | |
| new GrD3DTextureRenderTarget(gpu, | |
| dimensions, | |
| info, | |
| std::move(state), | |
| shaderResourceView, | |
| renderTargetView, | |
| mipmapStatus, | |
| cacheable, | |
| /*label=*/"MakeWrappedTextureRenderTarget")); | |
| } | |
| } | |
| size_t GrD3DTextureRenderTarget::onGpuMemorySize() const { | |
| int numColorSamples = this->numSamples(); | |
| if (numColorSamples > 1) { | |
| // Add one to account for the resolve VkImage. | |
| ++numColorSamples; | |
| } | |
| return GrSurface::ComputeSize(this->backendFormat(), this->dimensions(), | |
| numColorSamples, // TODO: this still correct? | |
| this->mipmapped()); | |
| } | |
| void GrD3DTextureRenderTarget::onSetLabel() { | |
| GrD3DRenderTarget::onSetLabel(); | |
| } | |