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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 GrD3DTextureRenderTarget_DEFINED
#define GrD3DTextureRenderTarget_DEFINED
#include "include/gpu/d3d/GrD3DTypes.h"
#include "src/gpu/ganesh/d3d/GrD3DRenderTarget.h"
#include "src/gpu/ganesh/d3d/GrD3DTexture.h"
class GrD3DGpu;
#ifdef SK_BUILD_FOR_WIN
// Windows gives bogus warnings about inheriting asTexture/asRenderTarget via dominance.
#pragma warning(push)
#pragma warning(disable: 4250)
#endif
struct GrD3DTextureResourceInfo;
class GrD3DTextureRenderTarget: public GrD3DTexture, public GrD3DRenderTarget {
public:
static sk_sp<GrD3DTextureRenderTarget> MakeNewTextureRenderTarget(GrD3DGpu*,
skgpu::Budgeted,
SkISize dimensions,
int sampleCnt,
const D3D12_RESOURCE_DESC&,
GrProtected isProtected,
GrMipmapStatus,
std::string_view label);
static sk_sp<GrD3DTextureRenderTarget> MakeWrappedTextureRenderTarget(
GrD3DGpu*, SkISize dimensions, int sampleCnt, GrWrapCacheable,
const GrD3DTextureResourceInfo&, sk_sp<GrD3DResourceState>);
GrBackendFormat backendFormat() const override { return this->getBackendFormat(); }
protected:
void onAbandon() override {
// In order to correctly handle calling texture idle procs, GrD3DTexture must go first.
GrD3DTexture::onAbandon();
GrD3DRenderTarget::onAbandon();
}
void onRelease() override {
// In order to correctly handle calling texture idle procs, GrD3DTexture must go first.
GrD3DTexture::onRelease();
GrD3DRenderTarget::onRelease();
}
private:
// MSAA, not-wrapped
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,
std::string_view label);
// non-MSAA, not-wrapped
GrD3DTextureRenderTarget(GrD3DGpu* gpu,
skgpu::Budgeted budgeted,
SkISize dimensions,
const GrD3DTextureResourceInfo& info,
sk_sp<GrD3DResourceState> state,
const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
GrMipmapStatus,
std::string_view label);
// MSAA, wrapped
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,
GrWrapCacheable,
std::string_view label);
// non-MSAA, wrapped
GrD3DTextureRenderTarget(GrD3DGpu* gpu,
SkISize dimensions,
const GrD3DTextureResourceInfo& info,
sk_sp<GrD3DResourceState> state,
const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
GrMipmapStatus,
GrWrapCacheable,
std::string_view label);
// GrGLRenderTarget accounts for the texture's memory and any MSAA renderbuffer's memory.
size_t onGpuMemorySize() const override;
void onSetLabel() override;
// In Direct3D we call the release proc after we are finished with the underlying
// GrD3DImage::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 GrD3DImage
this->setResourceRelease(std::move(releaseHelper));
}
};
#ifdef SK_BUILD_FOR_WIN
#pragma warning(pop)
#endif
#endif