| /* |
| * 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/GrD3DTextureRenderTarget.h" |
| |
| #include "src/gpu/ganesh/GrTexture.h" |
| #include "src/gpu/ganesh/d3d/GrD3DGpu.h" |
| |
| GrD3DTextureRenderTarget::GrD3DTextureRenderTarget( |
| GrD3DGpu* gpu, |
| skgpu::Budgeted budgeted, |
| SkISize dimensions, |
| const GrD3DTextureResourceInfo& info, |
| sk_sp<GrD3DResourceState> state, |
| const GrD3DDescriptorHeap::CPUHandle& shaderResourceView, |
| const GrD3DTextureResourceInfo& msaaInfo, |
| sk_sp<GrD3DResourceState> msaaState, |
| const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView, |
| const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView, |
| GrMipmapStatus mipmapStatus, |
| std::string_view label) |
| : GrSurface(gpu, dimensions, info.fProtected, label) |
| , GrD3DTextureResource(info, state) |
| , GrD3DTexture(gpu, dimensions, info, state, shaderResourceView, mipmapStatus, label) |
| , GrD3DRenderTarget(gpu, |
| dimensions, |
| info, |
| state, |
| msaaInfo, |
| std::move(msaaState), |
| colorRenderTargetView, |
| resolveRenderTargetView, |
| label) { |
| SkASSERT(info.fProtected == msaaInfo.fProtected); |
| this->registerWithCache(budgeted); |
| } |
| |
| GrD3DTextureRenderTarget::GrD3DTextureRenderTarget( |
| GrD3DGpu* gpu, |
| skgpu::Budgeted budgeted, |
| SkISize dimensions, |
| const GrD3DTextureResourceInfo& info, |
| sk_sp<GrD3DResourceState> state, |
| const GrD3DDescriptorHeap::CPUHandle& shaderResourceView, |
| const GrD3DDescriptorHeap::CPUHandle& renderTargetView, |
| GrMipmapStatus mipmapStatus, |
| std::string_view label) |
| : GrSurface(gpu, dimensions, info.fProtected, label) |
| , GrD3DTextureResource(info, state) |
| , GrD3DTexture(gpu, dimensions, info, state, shaderResourceView, mipmapStatus, label) |
| , GrD3DRenderTarget(gpu, dimensions, info, state, renderTargetView, label) { |
| this->registerWithCache(budgeted); |
| } |
| |
| GrD3DTextureRenderTarget::GrD3DTextureRenderTarget( |
| GrD3DGpu* gpu, |
| SkISize dimensions, |
| const GrD3DTextureResourceInfo& info, |
| sk_sp<GrD3DResourceState> state, |
| const GrD3DDescriptorHeap::CPUHandle& shaderResourceView, |
| const GrD3DTextureResourceInfo& msaaInfo, |
| sk_sp<GrD3DResourceState> msaaState, |
| const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView, |
| const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView, |
| GrMipmapStatus mipmapStatus, |
| GrWrapCacheable cacheable, |
| std::string_view label) |
| : GrSurface(gpu, dimensions, info.fProtected, label) |
| , GrD3DTextureResource(info, state) |
| , GrD3DTexture(gpu, dimensions, info, state, shaderResourceView, mipmapStatus, label) |
| , GrD3DRenderTarget(gpu, |
| dimensions, |
| info, |
| state, |
| msaaInfo, |
| std::move(msaaState), |
| colorRenderTargetView, |
| resolveRenderTargetView, |
| label) { |
| SkASSERT(info.fProtected == msaaInfo.fProtected); |
| this->registerWithCacheWrapped(cacheable); |
| } |
| |
| GrD3DTextureRenderTarget::GrD3DTextureRenderTarget( |
| GrD3DGpu* gpu, |
| SkISize dimensions, |
| const GrD3DTextureResourceInfo& info, |
| sk_sp<GrD3DResourceState> state, |
| const GrD3DDescriptorHeap::CPUHandle& shaderResourceView, |
| const GrD3DDescriptorHeap::CPUHandle& renderTargetView, |
| GrMipmapStatus mipmapStatus, |
| GrWrapCacheable cacheable, |
| std::string_view label) |
| : GrSurface(gpu, dimensions, info.fProtected, label) |
| , GrD3DTextureResource(info, state) |
| , GrD3DTexture(gpu, dimensions, info, state, shaderResourceView, mipmapStatus, label) |
| , GrD3DRenderTarget(gpu, dimensions, info, state, renderTargetView, label) { |
| this->registerWithCacheWrapped(cacheable); |
| } |
| |
| sk_sp<GrD3DTextureRenderTarget> GrD3DTextureRenderTarget::MakeNewTextureRenderTarget( |
| GrD3DGpu* gpu, |
| skgpu::Budgeted budgeted, |
| SkISize dimensions, |
| int sampleCnt, |
| const D3D12_RESOURCE_DESC& resourceDesc, |
| GrProtected isProtected, |
| GrMipmapStatus mipmapStatus, |
| std::string_view label) { |
| GrD3DTextureResourceInfo info; |
| D3D12_RESOURCE_STATES initialState = sampleCnt > 1 ? D3D12_RESOURCE_STATE_RESOLVE_DEST |
| : D3D12_RESOURCE_STATE_RENDER_TARGET; |
| |
| D3D12_CLEAR_VALUE clearValue = {}; |
| clearValue.Format = resourceDesc.Format; |
| clearValue.Color[0] = 0; |
| clearValue.Color[1] = 0; |
| clearValue.Color[2] = 0; |
| clearValue.Color[3] = 0; |
| |
| if (!GrD3DTextureResource::InitTextureResourceInfo(gpu, resourceDesc, initialState, |
| isProtected, &clearValue, &info)) { |
| return nullptr; |
| } |
| sk_sp<GrD3DResourceState> state(new GrD3DResourceState( |
| static_cast<D3D12_RESOURCE_STATES>(info.fResourceState))); |
| |
| const GrD3DDescriptorHeap::CPUHandle shaderResourceView = |
| gpu->resourceProvider().createShaderResourceView(info.fResource.get()); |
| |
| const GrD3DDescriptorHeap::CPUHandle renderTargetView = |
| gpu->resourceProvider().createRenderTargetView(info.fResource.get()); |
| |
| if (sampleCnt > 1) { |
| GrD3DTextureResourceInfo msInfo; |
| sk_sp<GrD3DResourceState> msState; |
| // created MSAA surface we assume will be used for masks, so clear to transparent black |
| SkColor4f clearColor = { 0, 0, 0, 0 }; |
| std::tie(msInfo, msState) = |
| GrD3DTextureResource::CreateMSAA(gpu, dimensions, sampleCnt, info, clearColor); |
| |
| const GrD3DDescriptorHeap::CPUHandle msaaRenderTargetView = |
| gpu->resourceProvider().createRenderTargetView(msInfo.fResource.get()); |
| |
| GrD3DTextureRenderTarget* trt = new GrD3DTextureRenderTarget(gpu, |
| budgeted, |
| dimensions, |
| info, |
| std::move(state), |
| shaderResourceView, |
| msInfo, |
| std::move(msState), |
| msaaRenderTargetView, |
| renderTargetView, |
| mipmapStatus, |
| label); |
| return sk_sp<GrD3DTextureRenderTarget>(trt); |
| } else { |
| GrD3DTextureRenderTarget* trt = new GrD3DTextureRenderTarget(gpu, |
| budgeted, |
| dimensions, |
| info, |
| std::move(state), |
| shaderResourceView, |
| renderTargetView, |
| mipmapStatus, |
| label); |
| return sk_sp<GrD3DTextureRenderTarget>(trt); |
| } |
| } |
| |
| sk_sp<GrD3DTextureRenderTarget> GrD3DTextureRenderTarget::MakeWrappedTextureRenderTarget( |
| GrD3DGpu* gpu, |
| SkISize dimensions, |
| int sampleCnt, |
| GrWrapCacheable cacheable, |
| const GrD3DTextureResourceInfo& info, |
| sk_sp<GrD3DResourceState> state) { |
| // TODO: If a client uses their own heap to allocate, how do we manage that? |
| // Adopted textures require both image and allocation because we're responsible for freeing |
| //SkASSERT(VK_NULL_HANDLE != info.fImage && |
| // (kBorrow_GrWrapOwnership == wrapOwnership || VK_NULL_HANDLE != info.fAlloc.fMemory)); |
| |
| GrMipmapStatus mipmapStatus = info.fLevelCount > 1 ? GrMipmapStatus::kDirty |
| : GrMipmapStatus::kNotAllocated; |
| |
| const GrD3DDescriptorHeap::CPUHandle shaderResourceView = |
| gpu->resourceProvider().createShaderResourceView(info.fResource.get()); |
| |
| const GrD3DDescriptorHeap::CPUHandle renderTargetView = |
| gpu->resourceProvider().createRenderTargetView(info.fResource.get()); |
| |
| if (sampleCnt > 1) { |
| GrD3DTextureResourceInfo msInfo; |
| sk_sp<GrD3DResourceState> msState; |
| // for wrapped MSAA surface we assume clear to white |
| SkColor4f clearColor = { 1, 1, 1, 1 }; |
| std::tie(msInfo, msState) = |
| GrD3DTextureResource::CreateMSAA(gpu, dimensions, sampleCnt, info, clearColor); |
| |
| const GrD3DDescriptorHeap::CPUHandle msaaRenderTargetView = |
| gpu->resourceProvider().createRenderTargetView(msInfo.fResource.get()); |
| |
| GrD3DTextureRenderTarget* trt = new GrD3DTextureRenderTarget( |
| gpu, |
| dimensions, |
| info, |
| std::move(state), |
| shaderResourceView, |
| msInfo, |
| std::move(msState), |
| msaaRenderTargetView, |
| renderTargetView, |
| mipmapStatus, |
| cacheable, |
| /*label=*/"MakeWrappedTextureRenderTargetWithMSAASurface"); |
| return sk_sp<GrD3DTextureRenderTarget>(trt); |
| } else { |
| return sk_sp<GrD3DTextureRenderTarget>( |
| new GrD3DTextureRenderTarget(gpu, |
| dimensions, |
| info, |
| std::move(state), |
| shaderResourceView, |
| renderTargetView, |
| mipmapStatus, |
| cacheable, |
| /*label=*/"MakeWrappedTextureRenderTarget")); |
| } |
| } |
| |
| size_t GrD3DTextureRenderTarget::onGpuMemorySize() const { |
| int numColorSamples = this->numSamples(); |
| if (numColorSamples > 1) { |
| // Add one to account for the resolve VkImage. |
| ++numColorSamples; |
| } |
| return GrSurface::ComputeSize(this->backendFormat(), this->dimensions(), |
| numColorSamples, // TODO: this still correct? |
| this->mipmapped()); |
| } |
| |
| void GrD3DTextureRenderTarget::onSetLabel() { |
| GrD3DRenderTarget::onSetLabel(); |
| } |
| |