blob: 8a835f603e33c3bdb3cf81d07d84777ee5250151 [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/GrD3DAMDMemoryAllocator.h"
#include "src/gpu/d3d/GrD3DGpu.h"
#include "src/gpu/d3d/GrD3DTextureResource.h"
void GrD3DTextureResource::setResourceState(const GrD3DGpu* gpu,
D3D12_RESOURCE_STATES newResourceState,
unsigned int subresource) {
D3D12_RESOURCE_STATES currentResourceState = this->currentState();
if (newResourceState == currentResourceState) {
return;
}
D3D12_RESOURCE_TRANSITION_BARRIER barrier;
barrier.pResource = this->d3dResource();
barrier.Subresource = subresource;
barrier.StateBefore = currentResourceState;
barrier.StateAfter = newResourceState;
gpu->addResourceBarriers(this->resource(), 1, &barrier);
this->updateResourceState(newResourceState);
}
bool GrD3DTextureResource::InitTextureResourceInfo(GrD3DGpu* gpu, const D3D12_RESOURCE_DESC& desc,
D3D12_RESOURCE_STATES initialState,
GrProtected isProtected,
D3D12_CLEAR_VALUE* clearValue,
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);
info->fResource = gpu->memoryAllocator()->createResource(
D3D12_HEAP_TYPE_DEFAULT, &desc, initialState, &info->fAlloc, clearValue);
if (!info->fResource) {
return false;
}
info->fResourceState = initialState;
info->fFormat = desc.Format;
info->fLevelCount = desc.MipLevels;
info->fSampleCount = desc.SampleDesc.Count;
info->fSampleQualityPattern = desc.SampleDesc.Quality;
info->fProtected = isProtected;
return true;
}
std::pair<GrD3DTextureResourceInfo, sk_sp<GrD3DResourceState>> GrD3DTextureResource::CreateMSAA(
GrD3DGpu* gpu, SkISize dimensions, int sampleCnt, const GrD3DTextureResourceInfo& info,
SkColor4f clearColor) {
GrD3DTextureResourceInfo msInfo;
sk_sp<GrD3DResourceState> msState;
// create msaa surface
D3D12_RESOURCE_DESC msTextureDesc = {};
msTextureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
msTextureDesc.Alignment = 0; // Default alignment (64KB)
msTextureDesc.Width = dimensions.fWidth;
msTextureDesc.Height = dimensions.fHeight;
msTextureDesc.DepthOrArraySize = 1;
msTextureDesc.MipLevels = 1;
msTextureDesc.Format = info.fFormat;
msTextureDesc.SampleDesc.Count = sampleCnt;
msTextureDesc.SampleDesc.Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
msTextureDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; // Use default for dxgi format
msTextureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
D3D12_CLEAR_VALUE clearValue = {};
clearValue.Format = info.fFormat;
clearValue.Color[0] = clearColor.fR;
clearValue.Color[1] = clearColor.fG;
clearValue.Color[2] = clearColor.fB;
clearValue.Color[3] = clearColor.fA;
if (!InitTextureResourceInfo(gpu, msTextureDesc, D3D12_RESOURCE_STATE_RENDER_TARGET,
info.fProtected, &clearValue, &msInfo)) {
return {};
}
msState.reset(new GrD3DResourceState(
static_cast<D3D12_RESOURCE_STATES>(msInfo.fResourceState)));
return std::make_pair(msInfo, msState);
}
GrD3DTextureResource::~GrD3DTextureResource() {
// Should have been reset() before
SkASSERT(!fResource);
SkASSERT(!fInfo.fResource);
}
void GrD3DTextureResource::prepareForPresent(GrD3DGpu* gpu) {
this->setResourceState(gpu, D3D12_RESOURCE_STATE_PRESENT);
}
void GrD3DTextureResource::releaseResource(GrD3DGpu* gpu) {
// TODO: do we need to migrate resource state if we change queues?
if (fResource) {
fResource.reset();
}
fInfo.fResource.reset();
fInfo.fAlloc.reset();
}
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
fAlloc.reset(); // Release our ref to the allocation
}