blob: 40872e1c0ae80612c0f62150c2d6540a1cc86a4a [file] [log] [blame]
/*
* 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/GrGpuResourcePriv.h"
#include "src/gpu/d3d/GrD3DGpu.h"
#include "src/gpu/d3d/GrD3DTextureResource.h"
void GrD3DTextureResource::setResourceState(const GrD3DGpu* gpu,
D3D12_RESOURCE_STATES newResourceState) {
SkASSERT(fStateExplicitlySet);
/* TODO
* Something like:
D3D12_RESOURCE_STATES currentState = this->currentState();
gpu->addResourceTransitionBarrier(this->resource(), currentState, newResourceState);
*/
this->updateResourceState(newResourceState, true);
}
bool GrD3DTextureResource::InitTextureResourceInfo(GrD3DGpu* gpu, const D3D12_RESOURCE_DESC& desc,
GrProtected isProtected,
GrD3DTextureResourceInfo* info) {
if (0 == desc.Width || 0 == desc.Height) {
return false;
}
// TODO: We don't support protected memory at the moment
if (isProtected == GrProtected::kYes) {
return false;
}
// If MipLevels is 0, for some formats the API will automatically calculate the maximum
// number of levels supported and use that -- we don't support that.
SkASSERT(desc.MipLevels > 0);
ID3D12Resource* resource = nullptr;
// TODO: incorporate D3Dx12.h and use CD3DX12_HEAP_PROPERTIES instead?
D3D12_HEAP_PROPERTIES heapProperties = {
D3D12_HEAP_TYPE_DEFAULT,
D3D12_CPU_PAGE_PROPERTY_UNKNOWN,
D3D12_MEMORY_POOL_UNKNOWN,
1, // CreationNodeMask
1 // VisibleNodeMask
};
HRESULT hr = gpu->device()->CreateCommittedResource(
&heapProperties,
D3D12_HEAP_FLAG_NONE,
&desc,
D3D12_RESOURCE_STATE_COMMON,
nullptr, // TODO: might want to set pOptimizedClearValue for rendertarget and stencil
IID_PPV_ARGS(&resource));
if (!SUCCEEDED(hr)) {
return false;
}
info->fResource.reset(resource);
info->fResourceState = D3D12_RESOURCE_STATE_COMMON;
info->fFormat = desc.Format;
info->fLevelCount = desc.MipLevels;
info->fProtected = isProtected;
return true;
}
GrD3DTextureResource::~GrD3DTextureResource() {
// Should have been reset() before
SkASSERT(!fResource);
}
void GrD3DTextureResource::releaseResource(GrD3DGpu* gpu) {
// TODO: do we need to migrate resource state if we change queues?
if (fResource) {
fResource->removeOwningTexture();
fResource.reset(nullptr);
}
}
void GrD3DTextureResource::setResourceRelease(sk_sp<GrRefCntedCallback> releaseHelper) {
SkASSERT(fResource);
// Forward the release proc on to GrD3DTextureResource::Resource
fResource->setRelease(std::move(releaseHelper));
}
void GrD3DTextureResource::Resource::freeGPUData() const {
this->invokeReleaseProc();
fResource.reset(); // Release our ref to the resource
}