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/*
* Copyright 2015 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrVkTextureRenderTarget_DEFINED
#define GrVkTextureRenderTarget_DEFINED
#include "include/gpu/vk/GrVkTypes.h"
#include "src/gpu/vk/GrVkRenderTarget.h"
#include "src/gpu/vk/GrVkTexture.h"
class GrVkGpu;
#ifdef SK_BUILD_FOR_WIN
// Windows gives bogus warnings about inheriting asTexture/asRenderTarget via dominance.
#pragma warning(push)
#pragma warning(disable: 4250)
#endif
class GrVkImageView;
struct GrVkImageInfo;
class GrVkTextureRenderTarget: public GrVkTexture, public GrVkRenderTarget {
public:
static sk_sp<GrVkTextureRenderTarget> MakeNewTextureRenderTarget(
GrVkGpu* gpu,
SkBudgeted budgeted,
SkISize dimensions,
VkFormat format,
uint32_t mipLevels,
int sampleCnt,
GrMipmapStatus mipmapStatus,
GrProtected isProtected);
static sk_sp<GrVkTextureRenderTarget> MakeWrappedTextureRenderTarget(
GrVkGpu*,
SkISize dimensions,
int sampleCnt,
GrWrapOwnership,
GrWrapCacheable,
const GrVkImageInfo&,
sk_sp<GrBackendSurfaceMutableStateImpl>);
GrBackendFormat backendFormat() const override { return GrVkTexture::backendFormat(); }
protected:
void onAbandon() override {
// In order to correctly handle calling texture idle procs, GrVkTexture must go first.
GrVkTexture::onAbandon();
GrVkRenderTarget::onAbandon();
}
void onRelease() override {
// In order to correctly handle calling texture idle procs, GrVkTexture must go first.
GrVkTexture::onRelease();
GrVkRenderTarget::onRelease();
}
private:
GrVkTextureRenderTarget(GrVkGpu* gpu,
SkBudgeted budgeted,
SkISize dimensions,
sk_sp<GrVkAttachment> texture,
sk_sp<GrVkAttachment> colorAttachment,
sk_sp<GrVkAttachment> resolveAttachment,
GrMipmapStatus);
GrVkTextureRenderTarget(GrVkGpu* gpu,
SkISize dimensions,
sk_sp<GrVkAttachment> texture,
sk_sp<GrVkAttachment> colorAttachment,
sk_sp<GrVkAttachment> resolveAttachment,
GrMipmapStatus,
GrWrapCacheable);
size_t onGpuMemorySize() const override;
// In Vulkan we call the release proc after we are finished with the underlying
// GrVkImage::Resource object (which occurs after the GPU has finished all work on it).
void onSetRelease(sk_sp<GrRefCntedCallback> releaseHelper) override {
// Forward the release proc on to GrVkImage
GrVkTexture::onSetRelease(std::move(releaseHelper));
}
};
#ifdef SK_BUILD_FOR_WIN
#pragma warning(pop)
#endif
#endif