blob: b85d950cdfdbe9c402f4a116590ddf1490c8e49d [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 "include/private/GrD3DTypesMinimal.h"
#include "include/gpu/d3d/GrD3DTypes.h"
#include "src/gpu/d3d/GrD3DResourceState.h"
GrD3DBackendSurfaceInfo::GrD3DBackendSurfaceInfo(const GrD3DTextureResourceInfo& info,
GrD3DResourceState* state)
: fTextureResourceInfo(new GrD3DTextureResourceInfo(info))
, fResourceState(state) {}
void GrD3DBackendSurfaceInfo::cleanup() {
SkSafeUnref(fResourceState);
fResourceState = nullptr;
delete fTextureResourceInfo;
fTextureResourceInfo = nullptr;
};
void GrD3DBackendSurfaceInfo::assign(const GrD3DBackendSurfaceInfo& that, bool isThisValid) {
GrD3DTextureResourceInfo* oldInfo = fTextureResourceInfo;
GrD3DResourceState* oldLayout = fResourceState;
fTextureResourceInfo = new GrD3DTextureResourceInfo(*that.fTextureResourceInfo);
fResourceState = SkSafeRef(that.fResourceState);
if (isThisValid) {
delete oldInfo;
SkSafeUnref(oldLayout);
}
}
void GrD3DBackendSurfaceInfo::setResourceState(GrD3DResourceStateEnum resourceState) {
SkASSERT(fResourceState);
fResourceState->setResourceState(static_cast<D3D12_RESOURCE_STATES>(resourceState));
}
sk_sp<GrD3DResourceState> GrD3DBackendSurfaceInfo::getGrD3DResourceState() const {
SkASSERT(fResourceState);
return sk_ref_sp(fResourceState);
}
GrD3DTextureResourceInfo GrD3DBackendSurfaceInfo::snapTextureResourceInfo() const {
return GrD3DTextureResourceInfo(
*fTextureResourceInfo,
static_cast<D3D12_RESOURCE_STATES>(fResourceState->getResourceState()));
}
bool GrD3DBackendSurfaceInfo::isProtected() const {
SkASSERT(fTextureResourceInfo);
return fTextureResourceInfo->fProtected == GrProtected::kYes;
}
#if GR_TEST_UTILS
bool GrD3DBackendSurfaceInfo::operator==(const GrD3DBackendSurfaceInfo& that) const {
GrD3DTextureResourceInfo cpyInfoThis = *fTextureResourceInfo;
GrD3DTextureResourceInfo cpyInfoThat = *that.fTextureResourceInfo;
// We don't care about the fResourceState here since we require they use the same
// GrD3DResourceState.
cpyInfoThis.fResourceState = D3D12_RESOURCE_STATE_COMMON;
cpyInfoThat.fResourceState = D3D12_RESOURCE_STATE_COMMON;
return cpyInfoThis == cpyInfoThat && fResourceState == that.fResourceState;
}
#endif