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/*
* Copyright 2020 Google LLC
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrD3DTexture_DEFINED
#define GrD3DTexture_DEFINED
#include "src/core/SkLRUCache.h"
#include "src/gpu/ganesh/GrSamplerState.h"
#include "src/gpu/ganesh/GrTexture.h"
#include "src/gpu/ganesh/d3d/GrD3DDescriptorHeap.h"
#include "src/gpu/ganesh/d3d/GrD3DTextureResource.h"
class GrD3DTexture : public GrTexture, public virtual GrD3DTextureResource {
public:
static sk_sp<GrD3DTexture> MakeNewTexture(GrD3DGpu*,
skgpu::Budgeted,
SkISize dimensions,
const D3D12_RESOURCE_DESC&,
GrProtected,
GrMipmapStatus,
std::string_view label);
static sk_sp<GrD3DTexture> MakeWrappedTexture(GrD3DGpu*,
SkISize dimensions,
GrWrapCacheable,
GrIOType,
const GrD3DTextureResourceInfo&,
sk_sp<GrD3DResourceState>);
static sk_sp<GrD3DTexture> MakeAliasingTexture(GrD3DGpu*,
sk_sp<GrD3DTexture>,
const D3D12_RESOURCE_DESC& newDesc,
D3D12_RESOURCE_STATES);
~GrD3DTexture() override {}
GrBackendTexture getBackendTexture() const override;
GrBackendFormat backendFormat() const override { return this->getBackendFormat(); }
D3D12_CPU_DESCRIPTOR_HANDLE shaderResourceView() { return fShaderResourceView.fHandle; }
void textureParamsModified() override {}
protected:
GrD3DTexture(GrD3DGpu*,
SkISize dimensions,
const GrD3DTextureResourceInfo&,
sk_sp<GrD3DResourceState>,
const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
GrMipmapStatus,
std::string_view label);
GrD3DGpu* getD3DGpu() const;
void onAbandon() override;
void onRelease() override;
bool onStealBackendTexture(GrBackendTexture*, SkImage::BackendTextureReleaseProc*) override {
return false;
}
void onSetLabel() override;
private:
GrD3DTexture(GrD3DGpu*,
skgpu::Budgeted,
SkISize dimensions,
const GrD3DTextureResourceInfo&,
sk_sp<GrD3DResourceState>,
const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
GrMipmapStatus,
std::string_view label);
GrD3DTexture(GrD3DGpu*, SkISize dimensions, const GrD3DTextureResourceInfo&,
sk_sp<GrD3DResourceState>,
const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
GrMipmapStatus,
GrWrapCacheable,
GrIOType,
std::string_view label);
// In D3D we call the release proc after we are finished with the underlying
// GrSurfaceResource::Resource object (which occurs after the GPU has finished all work on it).
void onSetRelease(sk_sp<RefCntedReleaseProc> releaseHelper) override {
// Forward the release proc on to GrSurfaceResource
this->setResourceRelease(std::move(releaseHelper));
}
struct SamplerHash {
uint32_t operator()(GrSamplerState state) const {
// In D3D anisotropic filtering uses the same field (D3D12_SAMPLER_DESC::Filter) as
// min/mag/mip settings and so is not orthogonal to them.
return state.asKey(/*anisoIsOrthogonal=*/false);
}
};
GrD3DDescriptorHeap::CPUHandle fShaderResourceView;
using INHERITED = GrTexture;
};
#endif