blob: 2d846c7310cd550ca22110ae8ec075c870cb4cf1 [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/ganesh/d3d/GrD3DGpu.h"
#include "include/core/SkColorSpace.h"
#include "include/core/SkTextureCompressionType.h"
#include "include/gpu/GrBackendSurface.h"
#include "include/gpu/d3d/GrD3DBackendContext.h"
#include "src/base/SkRectMemcpy.h"
#include "src/core/SkCompressedDataUtils.h"
#include "src/core/SkMipmap.h"
#include "src/gpu/ganesh/GrBackendUtils.h"
#include "src/gpu/ganesh/GrDataUtils.h"
#include "src/gpu/ganesh/GrDirectContextPriv.h"
#include "src/gpu/ganesh/GrImageInfo.h"
#include "src/gpu/ganesh/GrResourceProvider.h"
#include "src/gpu/ganesh/GrTexture.h"
#include "src/gpu/ganesh/GrThreadSafePipelineBuilder.h"
#include "src/gpu/ganesh/d3d/GrD3DAMDMemoryAllocator.h"
#include "src/gpu/ganesh/d3d/GrD3DAttachment.h"
#include "src/gpu/ganesh/d3d/GrD3DBuffer.h"
#include "src/gpu/ganesh/d3d/GrD3DCaps.h"
#include "src/gpu/ganesh/d3d/GrD3DOpsRenderPass.h"
#include "src/gpu/ganesh/d3d/GrD3DSemaphore.h"
#include "src/gpu/ganesh/d3d/GrD3DTexture.h"
#include "src/gpu/ganesh/d3d/GrD3DTextureRenderTarget.h"
#include "src/gpu/ganesh/d3d/GrD3DUtil.h"
#include "src/sksl/SkSLCompiler.h"
#if defined(GR_TEST_UTILS)
#include <DXProgrammableCapture.h>
#endif
using namespace skia_private;
GrThreadSafePipelineBuilder* GrD3DGpu::pipelineBuilder() {
return nullptr;
}
sk_sp<GrThreadSafePipelineBuilder> GrD3DGpu::refPipelineBuilder() {
return nullptr;
}
std::unique_ptr<GrGpu> GrD3DGpu::Make(const GrD3DBackendContext& backendContext,
const GrContextOptions& contextOptions,
GrDirectContext* direct) {
sk_sp<GrD3DMemoryAllocator> memoryAllocator = backendContext.fMemoryAllocator;
if (!memoryAllocator) {
// We were not given a memory allocator at creation
memoryAllocator = GrD3DAMDMemoryAllocator::Make(
backendContext.fAdapter.get(), backendContext.fDevice.get());
}
if (!memoryAllocator) {
SkDEBUGFAIL("No supplied Direct3D memory allocator and unable to create one internally.");
return nullptr;
}
return std::unique_ptr<GrGpu>(new GrD3DGpu(direct,
contextOptions,
backendContext,
memoryAllocator));
}
// This constant determines how many OutstandingCommandLists are allocated together as a block in
// the deque. As such it needs to balance allocating too much memory vs. incurring
// allocation/deallocation thrashing. It should roughly correspond to the max number of outstanding
// command lists we expect to see.
static const int kDefaultOutstandingAllocCnt = 8;
// constants have to be aligned to 256
constexpr int kConstantAlignment = 256;
GrD3DGpu::GrD3DGpu(GrDirectContext* direct, const GrContextOptions& contextOptions,
const GrD3DBackendContext& backendContext,
sk_sp<GrD3DMemoryAllocator> allocator)
: INHERITED(direct)
, fDevice(backendContext.fDevice)
, fQueue(backendContext.fQueue)
, fMemoryAllocator(std::move(allocator))
, fResourceProvider(this)
, fStagingBufferManager(this)
, fConstantsRingBuffer(this, 128 * 1024, kConstantAlignment, GrGpuBufferType::kVertex)
, fOutstandingCommandLists(sizeof(OutstandingCommandList), kDefaultOutstandingAllocCnt) {
this->initCaps(sk_make_sp<GrD3DCaps>(contextOptions,
backendContext.fAdapter.get(),
backendContext.fDevice.get()));
fCurrentDirectCommandList = fResourceProvider.findOrCreateDirectCommandList();
SkASSERT(fCurrentDirectCommandList);
SkASSERT(fCurrentFenceValue == 0);
GR_D3D_CALL_ERRCHECK(fDevice->CreateFence(fCurrentFenceValue, D3D12_FENCE_FLAG_NONE,
IID_PPV_ARGS(&fFence)));
#if defined(GR_TEST_UTILS)
HRESULT getAnalysis = DXGIGetDebugInterface1(0, IID_PPV_ARGS(&fGraphicsAnalysis));
if (FAILED(getAnalysis)) {
fGraphicsAnalysis = nullptr;
}
#endif
}
GrD3DGpu::~GrD3DGpu() {
this->destroyResources();
}
void GrD3DGpu::destroyResources() {
if (fCurrentDirectCommandList) {
fCurrentDirectCommandList->close();
fCurrentDirectCommandList->reset();
}
// We need to make sure everything has finished on the queue.
this->waitForQueueCompletion();
SkDEBUGCODE(uint64_t fenceValue = fFence->GetCompletedValue();)
// We used a placement new for each object in fOutstandingCommandLists, so we're responsible
// for calling the destructor on each of them as well.
while (!fOutstandingCommandLists.empty()) {
OutstandingCommandList* list = (OutstandingCommandList*)fOutstandingCommandLists.front();
SkASSERT(list->fFenceValue <= fenceValue);
// No reason to recycle the command lists since we are destroying all resources anyways.
list->~OutstandingCommandList();
fOutstandingCommandLists.pop_front();
}
fStagingBufferManager.reset();
fResourceProvider.destroyResources();
}
GrOpsRenderPass* GrD3DGpu::onGetOpsRenderPass(
GrRenderTarget* rt,
bool /*useMSAASurface*/,
GrAttachment*,
GrSurfaceOrigin origin,
const SkIRect& bounds,
const GrOpsRenderPass::LoadAndStoreInfo& colorInfo,
const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilInfo,
const TArray<GrSurfaceProxy*, true>& sampledProxies,
GrXferBarrierFlags renderPassXferBarriers) {
if (!fCachedOpsRenderPass) {
fCachedOpsRenderPass.reset(new GrD3DOpsRenderPass(this));
}
if (!fCachedOpsRenderPass->set(rt, origin, bounds, colorInfo, stencilInfo, sampledProxies)) {
return nullptr;
}
return fCachedOpsRenderPass.get();
}
bool GrD3DGpu::submitDirectCommandList(SyncQueue sync) {
SkASSERT(fCurrentDirectCommandList);
fResourceProvider.prepForSubmit();
for (int i = 0; i < fMipmapCPUDescriptors.size(); ++i) {
fResourceProvider.recycleShaderView(fMipmapCPUDescriptors[i]);
}
fMipmapCPUDescriptors.clear();
GrD3DDirectCommandList::SubmitResult sResult = fCurrentDirectCommandList->submit(fQueue.get());
if (sResult == GrD3DDirectCommandList::SubmitResult::kFailure) {
fCurrentDirectCommandList = fResourceProvider.findOrCreateDirectCommandList();
return false;
} else if (sResult == GrD3DDirectCommandList::SubmitResult::kNoWork) {
if (sync == SyncQueue::kForce) {
this->waitForQueueCompletion();
this->checkForFinishedCommandLists();
}
return true;
}
// We just submitted the command list so make sure all GrD3DPipelineState's mark their cached
// uniform data as dirty.
fResourceProvider.markPipelineStateUniformsDirty();
GR_D3D_CALL_ERRCHECK(fQueue->Signal(fFence.get(), ++fCurrentFenceValue));
new (fOutstandingCommandLists.push_back()) OutstandingCommandList(
std::move(fCurrentDirectCommandList), fCurrentFenceValue);
if (sync == SyncQueue::kForce) {
this->waitForQueueCompletion();
}
fCurrentDirectCommandList = fResourceProvider.findOrCreateDirectCommandList();
// This should be done after we have a new command list in case the freeing of any resources
// held by a finished command list causes us send a new command to the gpu (like changing the
// resource state.
this->checkForFinishedCommandLists();
SkASSERT(fCurrentDirectCommandList);
return true;
}
void GrD3DGpu::checkForFinishedCommandLists() {
uint64_t currentFenceValue = fFence->GetCompletedValue();
// Iterate over all the outstanding command lists to see if any have finished. The commands
// lists are in order from oldest to newest, so we start at the front to check if their fence
// value is less than the last signaled value. If so we pop it off and move onto the next.
// Repeat till we find a command list that has not finished yet (and all others afterwards are
// also guaranteed to not have finished).
OutstandingCommandList* front = (OutstandingCommandList*)fOutstandingCommandLists.front();
while (front && front->fFenceValue <= currentFenceValue) {
std::unique_ptr<GrD3DDirectCommandList> currList(std::move(front->fCommandList));
// Since we used placement new we are responsible for calling the destructor manually.
front->~OutstandingCommandList();
fOutstandingCommandLists.pop_front();
fResourceProvider.recycleDirectCommandList(std::move(currList));
front = (OutstandingCommandList*)fOutstandingCommandLists.front();
}
}
void GrD3DGpu::waitForQueueCompletion() {
if (fFence->GetCompletedValue() < fCurrentFenceValue) {
HANDLE fenceEvent;
fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
SkASSERT(fenceEvent);
GR_D3D_CALL_ERRCHECK(fFence->SetEventOnCompletion(fCurrentFenceValue, fenceEvent));
WaitForSingleObject(fenceEvent, INFINITE);
CloseHandle(fenceEvent);
}
}
void GrD3DGpu::submit(GrOpsRenderPass* renderPass) {
SkASSERT(fCachedOpsRenderPass.get() == renderPass);
fCachedOpsRenderPass->submit();
fCachedOpsRenderPass.reset();
}
void GrD3DGpu::endRenderPass(GrRenderTarget* target, GrSurfaceOrigin origin,
const SkIRect& bounds) {
this->didWriteToSurface(target, origin, &bounds);
}
void GrD3DGpu::addFinishedProc(GrGpuFinishedProc finishedProc,
GrGpuFinishedContext finishedContext) {
SkASSERT(finishedProc);
this->addFinishedCallback(skgpu::RefCntedCallback::Make(finishedProc, finishedContext));
}
void GrD3DGpu::addFinishedCallback(sk_sp<skgpu::RefCntedCallback> finishedCallback) {
SkASSERT(finishedCallback);
// Besides the current command list, we also add the finishedCallback to the newest outstanding
// command list. Our contract for calling the proc is that all previous submitted command lists
// have finished when we call it. However, if our current command list has no work when it is
// flushed it will drop its ref to the callback immediately. But the previous work may not have
// finished. It is safe to only add the proc to the newest outstanding commandlist cause that
// must finish after all previously submitted command lists.
OutstandingCommandList* back = (OutstandingCommandList*)fOutstandingCommandLists.back();
if (back) {
back->fCommandList->addFinishedCallback(finishedCallback);
}
fCurrentDirectCommandList->addFinishedCallback(std::move(finishedCallback));
}
sk_sp<GrD3DTexture> GrD3DGpu::createD3DTexture(SkISize dimensions,
DXGI_FORMAT dxgiFormat,
GrRenderable renderable,
int renderTargetSampleCnt,
skgpu::Budgeted budgeted,
GrProtected isProtected,
int mipLevelCount,
GrMipmapStatus mipmapStatus,
std::string_view label) {
D3D12_RESOURCE_FLAGS usageFlags = D3D12_RESOURCE_FLAG_NONE;
if (renderable == GrRenderable::kYes) {
usageFlags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
// This desc refers to a texture that will be read by the client. Thus even if msaa is
// requested, this describes the resolved texture. Therefore we always have samples set
// to 1.
SkASSERT(mipLevelCount > 0);
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
// TODO: will use 4MB alignment for MSAA textures and 64KB for everything else
// might want to manually set alignment to 4KB for smaller textures
resourceDesc.Alignment = 0;
resourceDesc.Width = dimensions.fWidth;
resourceDesc.Height = dimensions.fHeight;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = mipLevelCount;
resourceDesc.Format = dxgiFormat;
resourceDesc.SampleDesc.Count = 1;
resourceDesc.SampleDesc.Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; // use driver-selected swizzle
resourceDesc.Flags = usageFlags;
if (renderable == GrRenderable::kYes) {
return GrD3DTextureRenderTarget::MakeNewTextureRenderTarget(
this, budgeted, dimensions, renderTargetSampleCnt, resourceDesc, isProtected,
mipmapStatus, label);
} else {
return GrD3DTexture::MakeNewTexture(this, budgeted, dimensions, resourceDesc, isProtected,
mipmapStatus, label);
}
}
sk_sp<GrTexture> GrD3DGpu::onCreateTexture(SkISize dimensions,
const GrBackendFormat& format,
GrRenderable renderable,
int renderTargetSampleCnt,
skgpu::Budgeted budgeted,
GrProtected isProtected,
int mipLevelCount,
uint32_t levelClearMask,
std::string_view label) {
DXGI_FORMAT dxgiFormat;
SkAssertResult(format.asDxgiFormat(&dxgiFormat));
SkASSERT(!GrDxgiFormatIsCompressed(dxgiFormat));
GrMipmapStatus mipmapStatus = mipLevelCount > 1 ? GrMipmapStatus::kDirty
: GrMipmapStatus::kNotAllocated;
sk_sp<GrD3DTexture> tex = this->createD3DTexture(dimensions, dxgiFormat, renderable,
renderTargetSampleCnt, budgeted, isProtected,
mipLevelCount, mipmapStatus, label);
if (!tex) {
return nullptr;
}
if (levelClearMask) {
// TODO
}
return std::move(tex);
}
static void copy_compressed_data(char* mapPtr, DXGI_FORMAT dxgiFormat,
D3D12_PLACED_SUBRESOURCE_FOOTPRINT* placedFootprints,
UINT* numRows, UINT64* rowSizeInBytes,
const void* compressedData, int numMipLevels) {
SkASSERT(compressedData && numMipLevels);
SkASSERT(GrDxgiFormatIsCompressed(dxgiFormat));
SkASSERT(mapPtr);
const char* src = static_cast<const char*>(compressedData);
for (int currentMipLevel = 0; currentMipLevel < numMipLevels; currentMipLevel++) {
// copy data into the buffer, skipping any trailing bytes
char* dst = mapPtr + placedFootprints[currentMipLevel].Offset;
SkRectMemcpy(dst, placedFootprints[currentMipLevel].Footprint.RowPitch,
src, rowSizeInBytes[currentMipLevel], rowSizeInBytes[currentMipLevel],
numRows[currentMipLevel]);
src += numRows[currentMipLevel] * rowSizeInBytes[currentMipLevel];
}
}
sk_sp<GrTexture> GrD3DGpu::onCreateCompressedTexture(SkISize dimensions,
const GrBackendFormat& format,
skgpu::Budgeted budgeted,
skgpu::Mipmapped mipmapped,
GrProtected isProtected,
const void* data,
size_t dataSize) {
DXGI_FORMAT dxgiFormat;
SkAssertResult(format.asDxgiFormat(&dxgiFormat));
SkASSERT(GrDxgiFormatIsCompressed(dxgiFormat));
SkDEBUGCODE(SkTextureCompressionType compression = GrBackendFormatToCompressionType(format));
SkASSERT(dataSize == SkCompressedFormatDataSize(
compression, dimensions, mipmapped == skgpu::Mipmapped::kYes));
int mipLevelCount = 1;
if (mipmapped == skgpu::Mipmapped::kYes) {
mipLevelCount = SkMipmap::ComputeLevelCount(dimensions.width(), dimensions.height()) + 1;
}
GrMipmapStatus mipmapStatus = mipLevelCount > 1 ? GrMipmapStatus::kValid
: GrMipmapStatus::kNotAllocated;
sk_sp<GrD3DTexture> d3dTex = this->createD3DTexture(
dimensions,
dxgiFormat,
GrRenderable::kNo,
1,
budgeted,
isProtected,
mipLevelCount,
mipmapStatus,
/*label=*/"D3DGpu_CreateCompressedTexture");
if (!d3dTex) {
return nullptr;
}
ID3D12Resource* d3dResource = d3dTex->d3dResource();
SkASSERT(d3dResource);
D3D12_RESOURCE_DESC desc = d3dResource->GetDesc();
// Either upload only the first miplevel or all miplevels
SkASSERT(1 == mipLevelCount || mipLevelCount == (int)desc.MipLevels);
AutoTMalloc<D3D12_PLACED_SUBRESOURCE_FOOTPRINT> placedFootprints(mipLevelCount);
AutoTMalloc<UINT> numRows(mipLevelCount);
AutoTMalloc<UINT64> rowSizeInBytes(mipLevelCount);
UINT64 combinedBufferSize;
// We reset the width and height in the description to match our subrectangle size
// so we don't end up allocating more space than we need.
desc.Width = dimensions.width();
desc.Height = dimensions.height();
fDevice->GetCopyableFootprints(&desc, 0, mipLevelCount, 0, placedFootprints.get(),
numRows.get(), rowSizeInBytes.get(), &combinedBufferSize);
SkASSERT(combinedBufferSize);
GrStagingBufferManager::Slice slice = fStagingBufferManager.allocateStagingBufferSlice(
combinedBufferSize, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
if (!slice.fBuffer) {
return nullptr;
}
char* bufferData = (char*)slice.fOffsetMapPtr;
copy_compressed_data(bufferData, desc.Format, placedFootprints.get(), numRows.get(),
rowSizeInBytes.get(), data, mipLevelCount);
// Update the offsets in the footprints to be relative to the slice's offset
for (int i = 0; i < mipLevelCount; ++i) {
placedFootprints[i].Offset += slice.fOffset;
}
ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(slice.fBuffer)->d3dResource();
fCurrentDirectCommandList->copyBufferToTexture(d3dBuffer, d3dTex.get(), mipLevelCount,
placedFootprints.get(), 0, 0);
return std::move(d3dTex);
}
static int get_surface_sample_cnt(GrSurface* surf) {
if (const GrRenderTarget* rt = surf->asRenderTarget()) {
return rt->numSamples();
}
return 0;
}
bool GrD3DGpu::onCopySurface(GrSurface* dst, const SkIRect& dstRect,
GrSurface* src, const SkIRect& srcRect,
GrSamplerState::Filter) {
if (srcRect.size() != dstRect.size()) {
return false;
}
if (src->isProtected() && !dst->isProtected()) {
SkDebugf("Can't copy from protected memory to non-protected");
return false;
}
int dstSampleCnt = get_surface_sample_cnt(dst);
int srcSampleCnt = get_surface_sample_cnt(src);
GrD3DTextureResource* dstTexResource;
GrD3DTextureResource* srcTexResource;
GrRenderTarget* dstRT = dst->asRenderTarget();
if (dstRT) {
GrD3DRenderTarget* d3dRT = static_cast<GrD3DRenderTarget*>(dstRT);
dstTexResource = d3dRT->numSamples() > 1 ? d3dRT->msaaTextureResource() : d3dRT;
} else {
SkASSERT(dst->asTexture());
dstTexResource = static_cast<GrD3DTexture*>(dst->asTexture());
}
GrRenderTarget* srcRT = src->asRenderTarget();
if (srcRT) {
GrD3DRenderTarget* d3dRT = static_cast<GrD3DRenderTarget*>(srcRT);
srcTexResource = d3dRT->numSamples() > 1 ? d3dRT->msaaTextureResource() : d3dRT;
} else {
SkASSERT(src->asTexture());
srcTexResource = static_cast<GrD3DTexture*>(src->asTexture());
}
DXGI_FORMAT dstFormat = dstTexResource->dxgiFormat();
DXGI_FORMAT srcFormat = srcTexResource->dxgiFormat();
const SkIPoint dstPoint = dstRect.topLeft();
if (this->d3dCaps().canCopyAsResolve(dstFormat, dstSampleCnt, srcFormat, srcSampleCnt)) {
this->copySurfaceAsResolve(dst, src, srcRect, dstPoint);
return true;
}
if (this->d3dCaps().canCopyTexture(dstFormat, dstSampleCnt, srcFormat, srcSampleCnt)) {
this->copySurfaceAsCopyTexture(dst, src, dstTexResource, srcTexResource, srcRect, dstPoint);
return true;
}
return false;
}
void GrD3DGpu::copySurfaceAsCopyTexture(GrSurface* dst, GrSurface* src,
GrD3DTextureResource* dstResource,
GrD3DTextureResource* srcResource,
const SkIRect& srcRect, const SkIPoint& dstPoint) {
#ifdef SK_DEBUG
int dstSampleCnt = get_surface_sample_cnt(dst);
int srcSampleCnt = get_surface_sample_cnt(src);
DXGI_FORMAT dstFormat = dstResource->dxgiFormat();
DXGI_FORMAT srcFormat;
SkAssertResult(dst->backendFormat().asDxgiFormat(&srcFormat));
SkASSERT(this->d3dCaps().canCopyTexture(dstFormat, dstSampleCnt, srcFormat, srcSampleCnt));
#endif
if (src->isProtected() && !dst->isProtected()) {
SkDebugf("Can't copy from protected memory to non-protected");
return;
}
dstResource->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
srcResource->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE);
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
dstLocation.pResource = dstResource->d3dResource();
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
dstLocation.SubresourceIndex = 0;
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
srcLocation.pResource = srcResource->d3dResource();
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
srcLocation.SubresourceIndex = 0;
D3D12_BOX srcBox = {};
srcBox.left = srcRect.fLeft;
srcBox.top = srcRect.fTop;
srcBox.right = srcRect.fRight;
srcBox.bottom = srcRect.fBottom;
srcBox.front = 0;
srcBox.back = 1;
// TODO: use copyResource if copying full resource and sizes match
fCurrentDirectCommandList->copyTextureRegionToTexture(dstResource->resource(),
&dstLocation,
dstPoint.fX, dstPoint.fY,
srcResource->resource(),
&srcLocation,
&srcBox);
SkIRect dstRect = SkIRect::MakeXYWH(dstPoint.fX, dstPoint.fY,
srcRect.width(), srcRect.height());
// The rect is already in device space so we pass in kTopLeft so no flip is done.
this->didWriteToSurface(dst, kTopLeft_GrSurfaceOrigin, &dstRect);
}
void GrD3DGpu::copySurfaceAsResolve(GrSurface* dst, GrSurface* src, const SkIRect& srcRect,
const SkIPoint& dstPoint) {
GrD3DRenderTarget* srcRT = static_cast<GrD3DRenderTarget*>(src->asRenderTarget());
SkASSERT(srcRT);
this->resolveTexture(dst, dstPoint.fX, dstPoint.fY, srcRT, srcRect);
SkIRect dstRect = SkIRect::MakeXYWH(dstPoint.fX, dstPoint.fY,
srcRect.width(), srcRect.height());
// The rect is already in device space so we pass in kTopLeft so no flip is done.
this->didWriteToSurface(dst, kTopLeft_GrSurfaceOrigin, &dstRect);
}
void GrD3DGpu::resolveTexture(GrSurface* dst, int32_t dstX, int32_t dstY,
GrD3DRenderTarget* src, const SkIRect& srcIRect) {
SkASSERT(dst);
SkASSERT(src && src->numSamples() > 1 && src->msaaTextureResource());
D3D12_RECT srcRect = { srcIRect.fLeft, srcIRect.fTop, srcIRect.fRight, srcIRect.fBottom };
GrD3DTextureResource* dstTextureResource;
GrRenderTarget* dstRT = dst->asRenderTarget();
if (dstRT) {
dstTextureResource = static_cast<GrD3DRenderTarget*>(dstRT);
} else {
SkASSERT(dst->asTexture());
dstTextureResource = static_cast<GrD3DTexture*>(dst->asTexture());
}
dstTextureResource->setResourceState(this, D3D12_RESOURCE_STATE_RESOLVE_DEST);
src->msaaTextureResource()->setResourceState(this, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
fCurrentDirectCommandList->resolveSubresourceRegion(dstTextureResource, dstX, dstY,
src->msaaTextureResource(), &srcRect);
}
void GrD3DGpu::onResolveRenderTarget(GrRenderTarget* target, const SkIRect& resolveRect) {
SkASSERT(target->numSamples() > 1);
GrD3DRenderTarget* rt = static_cast<GrD3DRenderTarget*>(target);
SkASSERT(rt->msaaTextureResource() && rt != rt->msaaTextureResource());
this->resolveTexture(target, resolveRect.fLeft, resolveRect.fTop, rt, resolveRect);
}
bool GrD3DGpu::onReadPixels(GrSurface* surface,
SkIRect rect,
GrColorType surfaceColorType,
GrColorType dstColorType,
void* buffer,
size_t rowBytes) {
SkASSERT(surface);
if (surfaceColorType != dstColorType) {
return false;
}
GrD3DTextureResource* texResource = nullptr;
GrD3DRenderTarget* rt = static_cast<GrD3DRenderTarget*>(surface->asRenderTarget());
if (rt) {
texResource = rt;
} else {
texResource = static_cast<GrD3DTexture*>(surface->asTexture());
}
if (!texResource) {
return false;
}
D3D12_RESOURCE_DESC desc = texResource->d3dResource()->GetDesc();
D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedFootprint;
UINT64 transferTotalBytes;
fDevice->GetCopyableFootprints(&desc, 0, 1, 0, &placedFootprint,
nullptr, nullptr, &transferTotalBytes);
SkASSERT(transferTotalBytes);
GrResourceProvider* resourceProvider =
this->getContext()->priv().resourceProvider();
sk_sp<GrGpuBuffer> transferBuffer = resourceProvider->createBuffer(
transferTotalBytes,
GrGpuBufferType::kXferGpuToCpu,
kDynamic_GrAccessPattern,
GrResourceProvider::ZeroInit::kNo);
if (!transferBuffer) {
return false;
}
this->readOrTransferPixels(texResource, rect, transferBuffer, placedFootprint);
this->submitDirectCommandList(SyncQueue::kForce);
// Copy back to CPU buffer
size_t bpp = GrColorTypeBytesPerPixel(dstColorType);
if (GrDxgiFormatBytesPerBlock(texResource->dxgiFormat()) != bpp) {
return false;
}
size_t tightRowBytes = bpp * rect.width();
const void* mappedMemory = transferBuffer->map();
if (!mappedMemory) {
return false;
}
SkRectMemcpy(buffer,
rowBytes,
mappedMemory,
placedFootprint.Footprint.RowPitch,
tightRowBytes,
rect.height());
transferBuffer->unmap();
return true;
}
void GrD3DGpu::readOrTransferPixels(GrD3DTextureResource* texResource,
SkIRect rect,
sk_sp<GrGpuBuffer> transferBuffer,
const D3D12_PLACED_SUBRESOURCE_FOOTPRINT& placedFootprint) {
// Set up src location and box
D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
srcLocation.pResource = texResource->d3dResource();
SkASSERT(srcLocation.pResource);
srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
srcLocation.SubresourceIndex = 0;
D3D12_BOX srcBox = {};
srcBox.left = rect.left();
srcBox.top = rect.top();
srcBox.right = rect.right();
srcBox.bottom = rect.bottom();
srcBox.front = 0;
srcBox.back = 1;
// Set up dst location
D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
dstLocation.PlacedFootprint = placedFootprint;
GrD3DBuffer* d3dBuf = static_cast<GrD3DBuffer*>(transferBuffer.get());
dstLocation.pResource = d3dBuf->d3dResource();
// Need to change the resource state to COPY_SOURCE in order to download from it
texResource->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE);
fCurrentDirectCommandList->copyTextureRegionToBuffer(transferBuffer, &dstLocation, 0, 0,
texResource->resource(), &srcLocation,
&srcBox);
}
bool GrD3DGpu::onWritePixels(GrSurface* surface,
SkIRect rect,
GrColorType surfaceColorType,
GrColorType srcColorType,
const GrMipLevel texels[],
int mipLevelCount,
bool prepForTexSampling) {
GrD3DTexture* d3dTex = static_cast<GrD3DTexture*>(surface->asTexture());
if (!d3dTex) {
return false;
}
// Make sure we have at least the base level
if (!mipLevelCount || !texels[0].fPixels) {
return false;
}
SkASSERT(!GrDxgiFormatIsCompressed(d3dTex->dxgiFormat()));
bool success = false;
// Need to change the resource state to COPY_DEST in order to upload to it
d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
SkASSERT(mipLevelCount <= d3dTex->maxMipmapLevel() + 1);
success = this->uploadToTexture(d3dTex, rect, srcColorType, texels, mipLevelCount);
if (prepForTexSampling) {
d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
}
return success;
}
bool GrD3DGpu::uploadToTexture(GrD3DTexture* tex,
SkIRect rect,
GrColorType colorType,
const GrMipLevel* texels,
int mipLevelCount) {
SkASSERT(this->d3dCaps().isFormatTexturable(tex->dxgiFormat()));
// The assumption is either that we have no mipmaps, or that our rect is the entire texture
SkASSERT(mipLevelCount == 1 || rect == SkIRect::MakeSize(tex->dimensions()));
// We assume that if the texture has mip levels, we either upload to all the levels or just the
// first.
SkASSERT(mipLevelCount == 1 || mipLevelCount == (tex->maxMipmapLevel() + 1));
if (rect.isEmpty()) {
return false;
}
SkASSERT(this->d3dCaps().surfaceSupportsWritePixels(tex));
SkASSERT(this->d3dCaps().areColorTypeAndFormatCompatible(colorType, tex->backendFormat()));
ID3D12Resource* d3dResource = tex->d3dResource();
SkASSERT(d3dResource);
D3D12_RESOURCE_DESC desc = d3dResource->GetDesc();
// Either upload only the first miplevel or all miplevels
SkASSERT(1 == mipLevelCount || mipLevelCount == (int)desc.MipLevels);
if (1 == mipLevelCount && !texels[0].fPixels) {
return true; // no data to upload
}
for (int i = 0; i < mipLevelCount; ++i) {
// We do not allow any gaps in the mip data
if (!texels[i].fPixels) {
return false;
}
}
AutoTMalloc<D3D12_PLACED_SUBRESOURCE_FOOTPRINT> placedFootprints(mipLevelCount);
UINT64 combinedBufferSize;
// We reset the width and height in the description to match our subrectangle size
// so we don't end up allocating more space than we need.
desc.Width = rect.width();
desc.Height = rect.height();
fDevice->GetCopyableFootprints(&desc, 0, mipLevelCount, 0, placedFootprints.get(),
nullptr, nullptr, &combinedBufferSize);
size_t bpp = GrColorTypeBytesPerPixel(colorType);
SkASSERT(combinedBufferSize);
GrStagingBufferManager::Slice slice = fStagingBufferManager.allocateStagingBufferSlice(
combinedBufferSize, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
if (!slice.fBuffer) {
return false;
}
char* bufferData = (char*)slice.fOffsetMapPtr;
int currentWidth = rect.width();
int currentHeight = rect.height();
for (int currentMipLevel = 0; currentMipLevel < mipLevelCount; currentMipLevel++) {
if (texels[currentMipLevel].fPixels) {
const size_t trimRowBytes = currentWidth * bpp;
const size_t srcRowBytes = texels[currentMipLevel].fRowBytes;
char* dst = bufferData + placedFootprints[currentMipLevel].Offset;
// copy data into the buffer, skipping any trailing bytes
const char* src = (const char*)texels[currentMipLevel].fPixels;
SkRectMemcpy(dst, placedFootprints[currentMipLevel].Footprint.RowPitch,
src, srcRowBytes, trimRowBytes, currentHeight);
}
currentWidth = std::max(1, currentWidth / 2);
currentHeight = std::max(1, currentHeight / 2);
}
// Update the offsets in the footprints to be relative to the slice's offset
for (int i = 0; i < mipLevelCount; ++i) {
placedFootprints[i].Offset += slice.fOffset;
}
ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(slice.fBuffer)->d3dResource();
fCurrentDirectCommandList->copyBufferToTexture(d3dBuffer,
tex,
mipLevelCount,
placedFootprints.get(),
rect.left(),
rect.top());
if (mipLevelCount < (int)desc.MipLevels) {
tex->markMipmapsDirty();
}
return true;
}
bool GrD3DGpu::onTransferFromBufferToBuffer(sk_sp<GrGpuBuffer> src,
size_t srcOffset,
sk_sp<GrGpuBuffer> dst,
size_t dstOffset,
size_t size) {
if (!this->currentCommandList()) {
return false;
}
sk_sp<GrD3DBuffer> d3dSrc(static_cast<GrD3DBuffer*>(src.release()));
sk_sp<GrD3DBuffer> d3dDst(static_cast<GrD3DBuffer*>(dst.release()));
fCurrentDirectCommandList->copyBufferToBuffer(std::move(d3dDst),
dstOffset,
d3dSrc->d3dResource(),
srcOffset,
size);
// copyBufferToBuffer refs the dst but not the src
this->currentCommandList()->addGrBuffer(std::move(src));
return true;
}
bool GrD3DGpu::onTransferPixelsTo(GrTexture* texture,
SkIRect rect,
GrColorType surfaceColorType,
GrColorType bufferColorType,
sk_sp<GrGpuBuffer> transferBuffer,
size_t bufferOffset,
size_t rowBytes) {
if (!this->currentCommandList()) {
return false;
}
if (!transferBuffer) {
return false;
}
size_t bpp = GrColorTypeBytesPerPixel(bufferColorType);
if (GrBackendFormatBytesPerPixel(texture->backendFormat()) != bpp) {
return false;
}
// D3D requires offsets for texture transfers to be aligned to this value
if (SkToBool(bufferOffset & (D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT-1))) {
return false;
}
GrD3DTexture* d3dTex = static_cast<GrD3DTexture*>(texture);
if (!d3dTex) {
return false;
}
SkDEBUGCODE(DXGI_FORMAT format = d3dTex->dxgiFormat());
// Can't transfer compressed data
SkASSERT(!GrDxgiFormatIsCompressed(format));
SkASSERT(GrDxgiFormatBytesPerBlock(format) == GrColorTypeBytesPerPixel(bufferColorType));
SkASSERT(SkIRect::MakeSize(texture->dimensions()).contains(rect));
// Set up copy region
D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedFootprint = {};
ID3D12Resource* d3dResource = d3dTex->d3dResource();
SkASSERT(d3dResource);
D3D12_RESOURCE_DESC desc = d3dResource->GetDesc();
desc.Width = rect.width();
desc.Height = rect.height();
UINT64 totalBytes;
fDevice->GetCopyableFootprints(&desc, 0, 1, 0, &placedFootprint,
nullptr, nullptr, &totalBytes);
placedFootprint.Offset = bufferOffset;
// Change state of our target so it can be copied to
d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
// Copy the buffer to the image.
ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(transferBuffer.get())->d3dResource();
fCurrentDirectCommandList->copyBufferToTexture(d3dBuffer,
d3dTex,
1,
&placedFootprint,
rect.left(),
rect.top());
this->currentCommandList()->addGrBuffer(std::move(transferBuffer));
d3dTex->markMipmapsDirty();
return true;
}
bool GrD3DGpu::onTransferPixelsFrom(GrSurface* surface,
SkIRect rect,
GrColorType surfaceColorType,
GrColorType bufferColorType,
sk_sp<GrGpuBuffer> transferBuffer,
size_t offset) {
if (!this->currentCommandList()) {
return false;
}
SkASSERT(surface);
SkASSERT(transferBuffer);
// TODO
//if (fProtectedContext == GrProtected::kYes) {
// return false;
//}
// D3D requires offsets for texture transfers to be aligned to this value
if (SkToBool(offset & (D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT-1))) {
return false;
}
GrD3DTextureResource* texResource = nullptr;
GrD3DRenderTarget* rt = static_cast<GrD3DRenderTarget*>(surface->asRenderTarget());
if (rt) {
texResource = rt;
} else {
texResource = static_cast<GrD3DTexture*>(surface->asTexture());
}
if (!texResource) {
return false;
}
SkDEBUGCODE(DXGI_FORMAT format = texResource->dxgiFormat());
SkASSERT(GrDxgiFormatBytesPerBlock(format) == GrColorTypeBytesPerPixel(bufferColorType));
D3D12_RESOURCE_DESC desc = texResource->d3dResource()->GetDesc();
desc.Width = rect.width();
desc.Height = rect.height();
D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedFootprint;
UINT64 transferTotalBytes;
fDevice->GetCopyableFootprints(&desc, 0, 1, offset, &placedFootprint,
nullptr, nullptr, &transferTotalBytes);
SkASSERT(transferTotalBytes);
this->readOrTransferPixels(texResource, rect, transferBuffer, placedFootprint);
// TODO: It's not clear how to ensure the transfer is done before we read from the buffer,
// other than maybe doing a resource state transition.
return true;
}
static bool check_resource_info(const GrD3DTextureResourceInfo& info) {
if (!info.fResource.get()) {
return false;
}
return true;
}
static bool check_tex_resource_info(const GrD3DCaps& caps, const GrD3DTextureResourceInfo& info) {
if (!caps.isFormatTexturable(info.fFormat)) {
return false;
}
// We don't support sampling from multisampled textures.
if (info.fSampleCount != 1) {
return false;
}
return true;
}
static bool check_rt_resource_info(const GrD3DCaps& caps, const GrD3DTextureResourceInfo& info,
int sampleCnt) {
if (!caps.isFormatRenderable(info.fFormat, sampleCnt)) {
return false;
}
return true;
}
sk_sp<GrTexture> GrD3DGpu::onWrapBackendTexture(const GrBackendTexture& tex,
GrWrapOwnership,
GrWrapCacheable wrapType,
GrIOType ioType) {
GrD3DTextureResourceInfo textureInfo;
if (!tex.getD3DTextureResourceInfo(&textureInfo)) {
return nullptr;
}
if (!check_resource_info(textureInfo)) {
return nullptr;
}
if (!check_tex_resource_info(this->d3dCaps(), textureInfo)) {
return nullptr;
}
// TODO: support protected context
if (tex.isProtected()) {
return nullptr;
}
sk_sp<GrD3DResourceState> state = tex.getGrD3DResourceState();
SkASSERT(state);
return GrD3DTexture::MakeWrappedTexture(this, tex.dimensions(), wrapType, ioType, textureInfo,
std::move(state));
}
sk_sp<GrTexture> GrD3DGpu::onWrapCompressedBackendTexture(const GrBackendTexture& tex,
GrWrapOwnership ownership,
GrWrapCacheable wrapType) {
return this->onWrapBackendTexture(tex, ownership, wrapType, kRead_GrIOType);
}
sk_sp<GrTexture> GrD3DGpu::onWrapRenderableBackendTexture(const GrBackendTexture& tex,
int sampleCnt,
GrWrapOwnership ownership,
GrWrapCacheable cacheable) {
GrD3DTextureResourceInfo textureInfo;
if (!tex.getD3DTextureResourceInfo(&textureInfo)) {
return nullptr;
}
if (!check_resource_info(textureInfo)) {
return nullptr;
}
if (!check_tex_resource_info(this->d3dCaps(), textureInfo)) {
return nullptr;
}
if (!check_rt_resource_info(this->d3dCaps(), textureInfo, sampleCnt)) {
return nullptr;
}
// TODO: support protected context
if (tex.isProtected()) {
return nullptr;
}
sampleCnt = this->d3dCaps().getRenderTargetSampleCount(sampleCnt, textureInfo.fFormat);
sk_sp<GrD3DResourceState> state = tex.getGrD3DResourceState();
SkASSERT(state);
return GrD3DTextureRenderTarget::MakeWrappedTextureRenderTarget(this, tex.dimensions(),
sampleCnt, cacheable,
textureInfo, std::move(state));
}
sk_sp<GrRenderTarget> GrD3DGpu::onWrapBackendRenderTarget(const GrBackendRenderTarget& rt) {
GrD3DTextureResourceInfo info;
if (!rt.getD3DTextureResourceInfo(&info)) {
return nullptr;
}
if (!check_resource_info(info)) {
return nullptr;
}
if (!check_rt_resource_info(this->d3dCaps(), info, rt.sampleCnt())) {
return nullptr;
}
// TODO: support protected context
if (rt.isProtected()) {
return nullptr;
}
sk_sp<GrD3DResourceState> state = rt.getGrD3DResourceState();
sk_sp<GrD3DRenderTarget> tgt = GrD3DRenderTarget::MakeWrappedRenderTarget(
this, rt.dimensions(), rt.sampleCnt(), info, std::move(state));
// We don't allow the client to supply a premade stencil buffer. We always create one if needed.
SkASSERT(!rt.stencilBits());
if (tgt) {
SkASSERT(tgt->canAttemptStencilAttachment(tgt->numSamples() > 1));
}
return std::move(tgt);
}
static bool is_odd(int x) {
return x > 1 && SkToBool(x & 0x1);
}
// TODO: enable when sRGB shader supported
//static bool is_srgb(DXGI_FORMAT format) {
// // the only one we support at the moment
// return (format == DXGI_FORMAT_R8G8B8A8_UNORM_SRGB);
//}
static bool is_bgra(DXGI_FORMAT format) {
// the only one we support at the moment
return (format == DXGI_FORMAT_B8G8R8A8_UNORM);
}
bool GrD3DGpu::onRegenerateMipMapLevels(GrTexture * tex) {
auto * d3dTex = static_cast<GrD3DTexture*>(tex);
SkASSERT(tex->textureType() == GrTextureType::k2D);
int width = tex->width();
int height = tex->height();
// determine if we can read from and mipmap this format
const GrD3DCaps & caps = this->d3dCaps();
if (!caps.isFormatTexturable(d3dTex->dxgiFormat()) ||
!caps.mipmapSupport()) {
return false;
}
sk_sp<GrD3DTexture> uavTexture;
sk_sp<GrD3DTexture> bgraAliasTexture;
DXGI_FORMAT originalFormat = d3dTex->dxgiFormat();
D3D12_RESOURCE_DESC originalDesc = d3dTex->d3dResource()->GetDesc();
// if the format is unordered accessible and resource flag is set, use resource for uav
if (caps.isFormatUnorderedAccessible(originalFormat) &&
(originalDesc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
uavTexture = sk_ref_sp(d3dTex);
} else {
// need to make a copy and use that for our uav
D3D12_RESOURCE_DESC uavDesc = originalDesc;
uavDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
// if the format is unordered accessible, copy to resource with same format and flag set
if (!caps.isFormatUnorderedAccessible(originalFormat)) {
// for the BGRA and sRGB cases, we find a suitable RGBA format to use instead
if (is_bgra(originalFormat)) {
uavDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
// Technically if this support is not available we should not be doing
// aliasing. However, on Intel the BGRA and RGBA swizzle appears to be
// the same so it still works. We may need to disable BGRA support
// on a case-by-base basis if this doesn't hold true in general.
if (caps.standardSwizzleLayoutSupport()) {
uavDesc.Layout = D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE;
}
// TODO: enable when sRGB shader supported
//} else if (is_srgb(originalFormat)) {
// uavDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
} else {
return false;
}
}
// TODO: make this a scratch texture
GrProtected grProtected = tex->isProtected() ? GrProtected::kYes : GrProtected::kNo;
uavTexture = GrD3DTexture::MakeNewTexture(this,
skgpu::Budgeted::kNo,
tex->dimensions(),
uavDesc,
grProtected,
GrMipmapStatus::kDirty,
/*label=*/"RegenerateMipMapLevels");
if (!uavTexture) {
return false;
}
d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE);
if (!caps.isFormatUnorderedAccessible(originalFormat) && is_bgra(originalFormat)) {
// for BGRA, we alias this uavTexture with a BGRA texture and copy to that
bgraAliasTexture = GrD3DTexture::MakeAliasingTexture(this, uavTexture, originalDesc,
D3D12_RESOURCE_STATE_COPY_DEST);
// make the BGRA version the active alias
this->currentCommandList()->aliasingBarrier(nullptr,
nullptr,
bgraAliasTexture->resource(),
bgraAliasTexture->d3dResource());
// copy top miplevel to bgraAliasTexture (should already be in COPY_DEST state)
this->currentCommandList()->copyTextureToTexture(bgraAliasTexture.get(), d3dTex, 0);
// make the RGBA version the active alias
this->currentCommandList()->aliasingBarrier(bgraAliasTexture->resource(),
bgraAliasTexture->d3dResource(),
uavTexture->resource(),
uavTexture->d3dResource());
} else {
// copy top miplevel to uavTexture
uavTexture->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
this->currentCommandList()->copyTextureToTexture(uavTexture.get(), d3dTex, 0);
}
}
uint32_t levelCount = d3dTex->mipLevels();
// SkMipmap doesn't include the base level in the level count so we have to add 1
SkASSERT((int)levelCount == SkMipmap::ComputeLevelCount(tex->width(), tex->height()) + 1);
sk_sp<GrD3DRootSignature> rootSig = fResourceProvider.findOrCreateRootSignature(1, 1);
this->currentCommandList()->setComputeRootSignature(rootSig);
// TODO: use linear vs. srgb shader based on texture format
sk_sp<GrD3DPipeline> pipeline = this->resourceProvider().findOrCreateMipmapPipeline();
if (!pipeline) {
return false;
}
this->currentCommandList()->setPipelineState(std::move(pipeline));
// set sampler
GrSamplerState samplerState(SkFilterMode::kLinear, SkMipmapMode::kNearest);
std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> samplers(1);
samplers[0] = fResourceProvider.findOrCreateCompatibleSampler(samplerState);
this->currentCommandList()->addSampledTextureRef(uavTexture.get());
sk_sp<GrD3DDescriptorTable> samplerTable = fResourceProvider.findOrCreateSamplerTable(samplers);
// Transition the top subresource to be readable in the compute shader
D3D12_RESOURCE_STATES currentResourceState = uavTexture->currentState();
D3D12_RESOURCE_TRANSITION_BARRIER barrier;
barrier.pResource = uavTexture->d3dResource();
barrier.Subresource = 0;
barrier.StateBefore = currentResourceState;
barrier.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
this->addResourceBarriers(uavTexture->resource(), 1, &barrier);
// Generate the miplevels
for (unsigned int dstMip = 1; dstMip < levelCount; ++dstMip) {
unsigned int srcMip = dstMip - 1;
width = std::max(1, width / 2);
height = std::max(1, height / 2);
unsigned int sampleMode = 0;
if (is_odd(width) && is_odd(height)) {
sampleMode = 1;
} else if (is_odd(width)) {
sampleMode = 2;
} else if (is_odd(height)) {
sampleMode = 3;
}
// set constants
struct {
SkSize inverseSize;
uint32_t mipLevel;
uint32_t sampleMode;
} constantData = { {1.f / width, 1.f / height}, srcMip, sampleMode };
D3D12_GPU_VIRTUAL_ADDRESS constantsAddress =
fResourceProvider.uploadConstantData(&constantData, sizeof(constantData));
this->currentCommandList()->setComputeRootConstantBufferView(
(unsigned int)GrD3DRootSignature::ParamIndex::kConstantBufferView,
constantsAddress);
std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> shaderViews;
// create SRV
GrD3DDescriptorHeap::CPUHandle srvHandle =
fResourceProvider.createShaderResourceView(uavTexture->d3dResource(), srcMip, 1);
shaderViews.push_back(srvHandle.fHandle);
fMipmapCPUDescriptors.push_back(srvHandle);
// create UAV
GrD3DDescriptorHeap::CPUHandle uavHandle =
fResourceProvider.createUnorderedAccessView(uavTexture->d3dResource(), dstMip);
shaderViews.push_back(uavHandle.fHandle);
fMipmapCPUDescriptors.push_back(uavHandle);
// set up shaderView descriptor table
sk_sp<GrD3DDescriptorTable> srvTable =
fResourceProvider.findOrCreateShaderViewTable(shaderViews);
// bind both descriptor tables
this->currentCommandList()->setDescriptorHeaps(srvTable->heap(), samplerTable->heap());
this->currentCommandList()->setComputeRootDescriptorTable(
(unsigned int)GrD3DRootSignature::ParamIndex::kShaderViewDescriptorTable,
srvTable->baseGpuDescriptor());
this->currentCommandList()->setComputeRootDescriptorTable(
static_cast<unsigned int>(GrD3DRootSignature::ParamIndex::kSamplerDescriptorTable),
samplerTable->baseGpuDescriptor());
// Transition resource state of dstMip subresource so we can write to it
barrier.Subresource = dstMip;
barrier.StateBefore = currentResourceState;
barrier.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
this->addResourceBarriers(uavTexture->resource(), 1, &barrier);
// Using the form (x+7)/8 ensures that the remainder is covered as well
this->currentCommandList()->dispatch((width+7)/8, (height+7)/8);
// guarantee UAV writes have completed
this->currentCommandList()->uavBarrier(uavTexture->resource(), uavTexture->d3dResource());
// Transition resource state of dstMip subresource so we can read it in the next stage
barrier.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
barrier.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
this->addResourceBarriers(uavTexture->resource(), 1, &barrier);
}
// copy back if necessary
if (uavTexture.get() != d3dTex) {
d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
if (bgraAliasTexture) {
// make the BGRA version the active alias
this->currentCommandList()->aliasingBarrier(uavTexture->resource(),
uavTexture->d3dResource(),
bgraAliasTexture->resource(),
bgraAliasTexture->d3dResource());
// copy from bgraAliasTexture to d3dTex
bgraAliasTexture->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE);
this->currentCommandList()->copyTextureToTexture(d3dTex, bgraAliasTexture.get());
} else {
barrier.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
barrier.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
this->addResourceBarriers(uavTexture->resource(), 1, &barrier);
this->currentCommandList()->copyTextureToTexture(d3dTex, uavTexture.get());
}
} else {
// For simplicity our resource state tracking considers all subresources to have the same
// state. However, we've changed that state one subresource at a time without going through
// the tracking system, so we need to patch up the resource states back to the original.
barrier.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
barrier.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
barrier.StateAfter = currentResourceState;
this->addResourceBarriers(d3dTex->resource(), 1, &barrier);
}
return true;
}
sk_sp<GrGpuBuffer> GrD3DGpu::onCreateBuffer(size_t sizeInBytes,
GrGpuBufferType type,
GrAccessPattern accessPattern) {
return GrD3DBuffer::Make(this, sizeInBytes, type, accessPattern);
}
sk_sp<GrAttachment> GrD3DGpu::makeStencilAttachment(const GrBackendFormat& /*colorFormat*/,
SkISize dimensions, int numStencilSamples) {
DXGI_FORMAT sFmt = this->d3dCaps().preferredStencilFormat();
fStats.incStencilAttachmentCreates();
return GrD3DAttachment::MakeStencil(this, dimensions, numStencilSamples, sFmt);
}
bool GrD3DGpu::createTextureResourceForBackendSurface(DXGI_FORMAT dxgiFormat,
SkISize dimensions,
GrTexturable texturable,
GrRenderable renderable,
skgpu::Mipmapped mipmapped,
int sampleCnt,
GrD3DTextureResourceInfo* info,
GrProtected isProtected) {
SkASSERT(texturable == GrTexturable::kYes || renderable == GrRenderable::kYes);
if (this->protectedContext() != (isProtected == GrProtected::kYes)) {
return false;
}
if (texturable == GrTexturable::kYes && !this->d3dCaps().isFormatTexturable(dxgiFormat)) {
return false;
}
if (renderable == GrRenderable::kYes && !this->d3dCaps().isFormatRenderable(dxgiFormat, 1)) {
return false;
}
int numMipLevels = 1;
if (mipmapped == skgpu::Mipmapped::kYes) {
numMipLevels = SkMipmap::ComputeLevelCount(dimensions.width(), dimensions.height()) + 1;
}
// create the texture
D3D12_RESOURCE_FLAGS usageFlags = D3D12_RESOURCE_FLAG_NONE;
if (renderable == GrRenderable::kYes) {
usageFlags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
}
D3D12_RESOURCE_DESC resourceDesc = {};
resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
resourceDesc.Alignment = 0; // use default alignment
resourceDesc.Width = dimensions.fWidth;
resourceDesc.Height = dimensions.fHeight;
resourceDesc.DepthOrArraySize = 1;
resourceDesc.MipLevels = numMipLevels;
resourceDesc.Format = dxgiFormat;
resourceDesc.SampleDesc.Count = sampleCnt;
resourceDesc.SampleDesc.Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; // use driver-selected swizzle
resourceDesc.Flags = usageFlags;
D3D12_CLEAR_VALUE* clearValuePtr = nullptr;
D3D12_CLEAR_VALUE clearValue = {};
if (renderable == GrRenderable::kYes) {
clearValue.Format = dxgiFormat;
// Assume transparent black
clearValue.Color[0] = 0;
clearValue.Color[1] = 0;
clearValue.Color[2] = 0;
clearValue.Color[3] = 0;
clearValuePtr = &clearValue;
}
D3D12_RESOURCE_STATES initialState = (renderable == GrRenderable::kYes)
? D3D12_RESOURCE_STATE_RENDER_TARGET
: D3D12_RESOURCE_STATE_COPY_DEST;
if (!GrD3DTextureResource::InitTextureResourceInfo(this, resourceDesc, initialState,
isProtected, clearValuePtr, info)) {
SkDebugf("Failed to init texture resource info\n");
return false;
}
return true;
}
GrBackendTexture GrD3DGpu::onCreateBackendTexture(SkISize dimensions,
const GrBackendFormat& format,
GrRenderable renderable,
skgpu::Mipmapped mipmapped,
GrProtected isProtected,
std::string_view label) {
const GrD3DCaps& caps = this->d3dCaps();
if (this->protectedContext() != (isProtected == GrProtected::kYes)) {
return {};
}
DXGI_FORMAT dxgiFormat;
if (!format.asDxgiFormat(&dxgiFormat)) {
return {};
}
// TODO: move the texturability check up to GrGpu::createBackendTexture and just assert here
if (!caps.isFormatTexturable(dxgiFormat)) {
return {};
}
GrD3DTextureResourceInfo info;
if (!this->createTextureResourceForBackendSurface(dxgiFormat, dimensions, GrTexturable::kYes,
renderable, mipmapped, 1, &info,
isProtected)) {
return {};
}
return GrBackendTexture(dimensions.width(), dimensions.height(), info);
}
static bool copy_color_data(const GrD3DCaps& caps,
char* mapPtr,
DXGI_FORMAT dxgiFormat,
SkISize dimensions,
D3D12_PLACED_SUBRESOURCE_FOOTPRINT* placedFootprints,
std::array<float, 4> color) {
auto colorType = caps.getFormatColorType(dxgiFormat);
if (colorType == GrColorType::kUnknown) {
return false;
}
GrImageInfo ii(colorType, kUnpremul_SkAlphaType, nullptr, dimensions);
if (!GrClearImage(ii, mapPtr, placedFootprints[0].Footprint.RowPitch, color)) {
return false;
}
return true;
}
bool GrD3DGpu::onClearBackendTexture(const GrBackendTexture& backendTexture,
sk_sp<skgpu::RefCntedCallback> finishedCallback,
std::array<float, 4> color) {
GrD3DTextureResourceInfo info;
SkAssertResult(backendTexture.getD3DTextureResourceInfo(&info));
SkASSERT(!GrDxgiFormatIsCompressed(info.fFormat));
sk_sp<GrD3DResourceState> state = backendTexture.getGrD3DResourceState();
SkASSERT(state);
sk_sp<GrD3DTexture> texture =
GrD3DTexture::MakeWrappedTexture(this, backendTexture.dimensions(),
GrWrapCacheable::kNo,
kRW_GrIOType, info, std::move(state));
if (!texture) {
return false;
}
GrD3DDirectCommandList* cmdList = this->currentCommandList();
if (!cmdList) {
return false;
}
texture->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
ID3D12Resource* d3dResource = texture->d3dResource();
SkASSERT(d3dResource);
D3D12_RESOURCE_DESC desc = d3dResource->GetDesc();
unsigned int mipLevelCount = 1;
if (backendTexture.fMipmapped == skgpu::Mipmapped::kYes) {
mipLevelCount = SkMipmap::ComputeLevelCount(backendTexture.dimensions()) + 1;
}
SkASSERT(mipLevelCount == info.fLevelCount);
AutoSTMalloc<15, D3D12_PLACED_SUBRESOURCE_FOOTPRINT> placedFootprints(mipLevelCount);
UINT numRows;
UINT64 rowSizeInBytes;
UINT64 combinedBufferSize;
// We reuse the same top-level buffer area for all levels, hence passing 1 for level count.
fDevice->GetCopyableFootprints(&desc,
/* first resource */ 0,
/* mip level count */ 1,
/* base offset */ 0,
placedFootprints.get(),
&numRows,
&rowSizeInBytes,
&combinedBufferSize);
SkASSERT(combinedBufferSize);
GrStagingBufferManager::Slice slice = fStagingBufferManager.allocateStagingBufferSlice(
combinedBufferSize, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
if (!slice.fBuffer) {
return false;
}
char* bufferData = (char*)slice.fOffsetMapPtr;
SkASSERT(bufferData);
if (!copy_color_data(this->d3dCaps(),
bufferData,
info.fFormat,
backendTexture.dimensions(),
placedFootprints,
color)) {
return false;
}
// Update the offsets in the footprint to be relative to the slice's offset
placedFootprints[0].Offset += slice.fOffset;
// Since we're sharing data for all the levels, set all the upper level footprints to the base.
UINT w = placedFootprints[0].Footprint.Width;
UINT h = placedFootprints[0].Footprint.Height;
for (unsigned int i = 1; i < mipLevelCount; ++i) {
w = std::max(1U, w/2);
h = std::max(1U, h/2);
placedFootprints[i].Offset = placedFootprints[0].Offset;
placedFootprints[i].Footprint.Format = placedFootprints[0].Footprint.Format;
placedFootprints[i].Footprint.Width = w;
placedFootprints[i].Footprint.Height = h;
placedFootprints[i].Footprint.Depth = 1;
placedFootprints[i].Footprint.RowPitch = placedFootprints[0].Footprint.RowPitch;
}
ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(slice.fBuffer)->d3dResource();
cmdList->copyBufferToTexture(d3dBuffer,
texture.get(),
mipLevelCount,
placedFootprints.get(),
/*left*/ 0,
/*top */ 0);
if (finishedCallback) {
this->addFinishedCallback(std::move(finishedCallback));
}
return true;
}
GrBackendTexture GrD3DGpu::onCreateCompressedBackendTexture(SkISize dimensions,
const GrBackendFormat& format,
skgpu::Mipmapped mipmapped,
GrProtected isProtected) {
return this->onCreateBackendTexture(dimensions,
format,
GrRenderable::kNo,
mipmapped,
isProtected,
/*label=*/"D3DGpu_CreateCompressedBackendTexture");
}
bool GrD3DGpu::onUpdateCompressedBackendTexture(const GrBackendTexture& backendTexture,
sk_sp<skgpu::RefCntedCallback> finishedCallback,
const void* data,
size_t size) {
GrD3DTextureResourceInfo info;
SkAssertResult(backendTexture.getD3DTextureResourceInfo(&info));
sk_sp<GrD3DResourceState> state = backendTexture.getGrD3DResourceState();
SkASSERT(state);
sk_sp<GrD3DTexture> texture = GrD3DTexture::MakeWrappedTexture(this,
backendTexture.dimensions(),
GrWrapCacheable::kNo,
kRW_GrIOType,
info,
std::move(state));
if (!texture) {
return false;
}
GrD3DDirectCommandList* cmdList = this->currentCommandList();
if (!cmdList) {
return false;
}
texture->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
ID3D12Resource* d3dResource = texture->d3dResource();
SkASSERT(d3dResource);
D3D12_RESOURCE_DESC desc = d3dResource->GetDesc();
unsigned int mipLevelCount = 1;
if (backendTexture.hasMipmaps()) {
mipLevelCount = SkMipmap::ComputeLevelCount(backendTexture.dimensions().width(),
backendTexture.dimensions().height()) + 1;
}
SkASSERT(mipLevelCount == info.fLevelCount);
AutoTMalloc<D3D12_PLACED_SUBRESOURCE_FOOTPRINT> placedFootprints(mipLevelCount);
UINT64 combinedBufferSize;
AutoTMalloc<UINT> numRows(mipLevelCount);
AutoTMalloc<UINT64> rowSizeInBytes(mipLevelCount);
fDevice->GetCopyableFootprints(&desc,
0,
mipLevelCount,
0,
placedFootprints.get(),
numRows.get(),
rowSizeInBytes.get(),
&combinedBufferSize);
SkASSERT(combinedBufferSize);
SkASSERT(GrDxgiFormatIsCompressed(info.fFormat));
GrStagingBufferManager::Slice slice = fStagingBufferManager.allocateStagingBufferSlice(
combinedBufferSize, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
if (!slice.fBuffer) {
return false;
}
char* bufferData = (char*)slice.fOffsetMapPtr;
SkASSERT(bufferData);
copy_compressed_data(bufferData,
info.fFormat,
placedFootprints.get(),
numRows.get(),
rowSizeInBytes.get(),
data,
info.fLevelCount);
// Update the offsets in the footprints to be relative to the slice's offset
for (unsigned int i = 0; i < mipLevelCount; ++i) {
placedFootprints[i].Offset += slice.fOffset;
}
ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(slice.fBuffer)->d3dResource();
cmdList->copyBufferToTexture(d3dBuffer,
texture.get(),
mipLevelCount,
placedFootprints.get(),
0,
0);
if (finishedCallback) {
this->addFinishedCallback(std::move(finishedCallback));
}
return true;
}
void GrD3DGpu::deleteBackendTexture(const GrBackendTexture& tex) {
SkASSERT(GrBackendApi::kDirect3D == tex.fBackend);
// Nothing to do here, will get cleaned up when the GrBackendTexture object goes away
}
bool GrD3DGpu::compile(const GrProgramDesc&, const GrProgramInfo&) {
return false;
}
#if defined(GR_TEST_UTILS)
bool GrD3DGpu::isTestingOnlyBackendTexture(const GrBackendTexture& tex) const {
SkASSERT(GrBackendApi::kDirect3D == tex.backend());
GrD3DTextureResourceInfo info;
if (!tex.getD3DTextureResourceInfo(&info)) {
return false;
}
ID3D12Resource* textureResource = info.fResource.get();
if (!textureResource) {
return false;
}
return !(textureResource->GetDesc().Flags & D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE);
}
GrBackendRenderTarget GrD3DGpu::createTestingOnlyBackendRenderTarget(SkISize dimensions,
GrColorType colorType,
int sampleCnt,
GrProtected isProtected) {
if (dimensions.width() > this->caps()->maxRenderTargetSize() ||
dimensions.height() > this->caps()->maxRenderTargetSize()) {
return {};
}
DXGI_FORMAT dxgiFormat = this->d3dCaps().getFormatFromColorType(colorType);
GrD3DTextureResourceInfo info;
if (!this->createTextureResourceForBackendSurface(dxgiFormat,
dimensions,
GrTexturable::kNo,
GrRenderable::kYes,
skgpu::Mipmapped::kNo,
sampleCnt,
&info,
isProtected)) {
return {};
}
return GrBackendRenderTarget(dimensions.width(), dimensions.height(), info);
}
void GrD3DGpu::deleteTestingOnlyBackendRenderTarget(const GrBackendRenderTarget& rt) {
SkASSERT(GrBackendApi::kDirect3D == rt.backend());
GrD3DTextureResourceInfo info;
if (rt.getD3DTextureResourceInfo(&info)) {
this->submitToGpu(GrSyncCpu::kYes);
// Nothing else to do here, will get cleaned up when the GrBackendRenderTarget
// is deleted.
}
}
void GrD3DGpu::testingOnly_startCapture() {
if (fGraphicsAnalysis) {
fGraphicsAnalysis->BeginCapture();
}
}
void GrD3DGpu::testingOnly_stopCapture() {
if (fGraphicsAnalysis) {
fGraphicsAnalysis->EndCapture();
}
}
#endif
///////////////////////////////////////////////////////////////////////////////
void GrD3DGpu::addResourceBarriers(sk_sp<GrManagedResource> resource,
int numBarriers,
D3D12_RESOURCE_TRANSITION_BARRIER* barriers) const {
SkASSERT(fCurrentDirectCommandList);
SkASSERT(resource);
fCurrentDirectCommandList->resourceBarrier(std::move(resource), numBarriers, barriers);
}
void GrD3DGpu::addBufferResourceBarriers(GrD3DBuffer* buffer,
int numBarriers,
D3D12_RESOURCE_TRANSITION_BARRIER* barriers) const {
SkASSERT(fCurrentDirectCommandList);
SkASSERT(buffer);
fCurrentDirectCommandList->resourceBarrier(nullptr, numBarriers, barriers);
fCurrentDirectCommandList->addGrBuffer(sk_ref_sp<const GrBuffer>(buffer));
}
void GrD3DGpu::prepareSurfacesForBackendAccessAndStateUpdates(
SkSpan<GrSurfaceProxy*> proxies,
SkSurfaces::BackendSurfaceAccess access,
const skgpu::MutableTextureState* newState) {
// prepare proxies by transitioning to PRESENT renderState
if (!proxies.empty() && access == SkSurfaces::BackendSurfaceAccess::kPresent) {
GrD3DTextureResource* resource;
for (GrSurfaceProxy* proxy : proxies) {
SkASSERT(proxy->isInstantiated());
if (GrTexture* tex = proxy->peekTexture()) {
resource = static_cast<GrD3DTexture*>(tex);
} else {
GrRenderTarget* rt = proxy->peekRenderTarget();
SkASSERT(rt);
resource = static_cast<GrD3DRenderTarget*>(rt);
}
resource->prepareForPresent(this);
}
}
}
void GrD3DGpu::takeOwnershipOfBuffer(sk_sp<GrGpuBuffer> buffer) {
fCurrentDirectCommandList->addGrBuffer(std::move(buffer));
}
bool GrD3DGpu::onSubmitToGpu(GrSyncCpu sync) {
if (sync == GrSyncCpu::kYes) {
return this->submitDirectCommandList(SyncQueue::kForce);
} else {
return this->submitDirectCommandList(SyncQueue::kSkip);
}
}
[[nodiscard]] std::unique_ptr<GrSemaphore> GrD3DGpu::makeSemaphore(bool) {
return GrD3DSemaphore::Make(this);
}
std::unique_ptr<GrSemaphore> GrD3DGpu::wrapBackendSemaphore(const GrBackendSemaphore& semaphore,
GrSemaphoreWrapType /* wrapType */,
GrWrapOwnership /* ownership */) {
SkASSERT(this->caps()->backendSemaphoreSupport());
GrD3DFenceInfo fenceInfo;
if (!semaphore.getD3DFenceInfo(&fenceInfo)) {
return nullptr;
}
return GrD3DSemaphore::MakeWrapped(fenceInfo);
}
void GrD3DGpu::insertSemaphore(GrSemaphore* semaphore) {
SkASSERT(semaphore);
GrD3DSemaphore* d3dSem = static_cast<GrD3DSemaphore*>(semaphore);
// TODO: Do we need to track the lifetime of this? How do we know it's done?
fQueue->Signal(d3dSem->fence(), d3dSem->value());
}
void GrD3DGpu::waitSemaphore(GrSemaphore* semaphore) {
SkASSERT(semaphore);
GrD3DSemaphore* d3dSem = static_cast<GrD3DSemaphore*>(semaphore);
// TODO: Do we need to track the lifetime of this?
fQueue->Wait(d3dSem->fence(), d3dSem->value());
}
void GrD3DGpu::finishOutstandingGpuWork() {
this->waitForQueueCompletion();
}