blob: edc119c99402b9a95d0c9041a14da03e98307dee [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 "src/gpu/d3d/GrD3DRenderTarget.h"
#include "include/gpu/GrBackendSurface.h"
#include "include/gpu/d3d/GrD3DTypes.h"
#include "src/gpu/GrRenderTarget.h"
#include "src/gpu/d3d/GrD3DGpu.h"
#include "src/gpu/d3d/GrD3DResourceProvider.h"
#include "src/gpu/d3d/GrD3DTextureResource.h"
#include "src/gpu/d3d/GrD3DUtil.h"
// We're virtually derived from GrSurface (via GrRenderTarget) so its
// constructor must be explicitly called.
GrD3DRenderTarget::GrD3DRenderTarget(GrD3DGpu* gpu,
SkISize dimensions,
const GrD3DTextureResourceInfo& info,
sk_sp<GrD3DResourceState> state,
const GrD3DTextureResourceInfo& msaaInfo,
sk_sp<GrD3DResourceState> msaaState,
const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
Wrapped)
: GrSurface(gpu, dimensions, info.fProtected)
, GrD3DTextureResource(info, std::move(state))
// for the moment we only support 1:1 color to stencil
, GrRenderTarget(gpu, dimensions, msaaInfo.fSampleCount, info.fProtected)
, fMSAATextureResource(new GrD3DTextureResource(msaaInfo, std::move(msaaState)))
, fColorRenderTargetView(colorRenderTargetView)
, fResolveRenderTargetView(resolveRenderTargetView) {
SkASSERT(info.fProtected == msaaInfo.fProtected);
SkASSERT(msaaInfo.fSampleCount > 1);
this->registerWithCacheWrapped(GrWrapCacheable::kNo);
}
// We're virtually derived from GrSurface (via GrRenderTarget) so its
// constructor must be explicitly called.
GrD3DRenderTarget::GrD3DRenderTarget(GrD3DGpu* gpu,
SkISize dimensions,
const GrD3DTextureResourceInfo& info,
sk_sp<GrD3DResourceState> state,
const GrD3DTextureResourceInfo& msaaInfo,
sk_sp<GrD3DResourceState> msaaState,
const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView)
: GrSurface(gpu, dimensions, info.fProtected)
, GrD3DTextureResource(info, std::move(state))
// for the moment we only support 1:1 color to stencil
, GrRenderTarget(gpu, dimensions, msaaInfo.fSampleCount, info.fProtected)
, fMSAATextureResource(new GrD3DTextureResource(msaaInfo, std::move(msaaState)))
, fColorRenderTargetView(colorRenderTargetView)
, fResolveRenderTargetView(resolveRenderTargetView) {
SkASSERT(info.fProtected == msaaInfo.fProtected);
SkASSERT(msaaInfo.fSampleCount > 1);
}
// We're virtually derived from GrSurface (via GrRenderTarget) so its
// constructor must be explicitly called.
GrD3DRenderTarget::GrD3DRenderTarget(GrD3DGpu* gpu,
SkISize dimensions,
const GrD3DTextureResourceInfo& info,
sk_sp<GrD3DResourceState> state,
const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
Wrapped)
: GrSurface(gpu, dimensions, info.fProtected)
, GrD3DTextureResource(info, std::move(state))
, GrRenderTarget(gpu, dimensions, info.fSampleCount, info.fProtected)
, fMSAATextureResource(nullptr)
, fColorRenderTargetView(renderTargetView) {
this->registerWithCacheWrapped(GrWrapCacheable::kNo);
}
// We're virtually derived from GrSurface (via GrRenderTarget) so its
// constructor must be explicitly called.
GrD3DRenderTarget::GrD3DRenderTarget(GrD3DGpu* gpu,
SkISize dimensions,
const GrD3DTextureResourceInfo& info,
sk_sp<GrD3DResourceState> state,
const GrD3DDescriptorHeap::CPUHandle& renderTargetView)
: GrSurface(gpu, dimensions, info.fProtected)
, GrD3DTextureResource(info, std::move(state))
, GrRenderTarget(gpu, dimensions, info.fSampleCount, info.fProtected)
, fMSAATextureResource(nullptr)
, fColorRenderTargetView(renderTargetView) {}
sk_sp<GrD3DRenderTarget> GrD3DRenderTarget::MakeWrappedRenderTarget(
GrD3DGpu* gpu, SkISize dimensions, int sampleCnt, const GrD3DTextureResourceInfo& info,
sk_sp<GrD3DResourceState> state) {
SkASSERT(info.fResource.get());
SkASSERT(info.fLevelCount == 1);
SkASSERT(sampleCnt >= 1 && info.fSampleCount >= 1);
int wrappedTextureSampleCnt = static_cast<int>(info.fSampleCount);
if (sampleCnt != wrappedTextureSampleCnt && wrappedTextureSampleCnt != 1) {
return nullptr;
}
GrD3DDescriptorHeap::CPUHandle renderTargetView =
gpu->resourceProvider().createRenderTargetView(info.fResource.get());
// create msaa surface if necessary
GrD3DRenderTarget* d3dRT;
if (sampleCnt != wrappedTextureSampleCnt) {
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);
GrD3DDescriptorHeap::CPUHandle msaaRenderTargetView =
gpu->resourceProvider().createRenderTargetView(msInfo.fResource.get());
d3dRT = new GrD3DRenderTarget(gpu, dimensions, info, std::move(state), msInfo,
std::move(msState), msaaRenderTargetView, renderTargetView,
kWrapped);
} else {
d3dRT = new GrD3DRenderTarget(gpu, dimensions, info, std::move(state), renderTargetView,
kWrapped);
}
return sk_sp<GrD3DRenderTarget>(d3dRT);
}
GrD3DRenderTarget::~GrD3DRenderTarget() {
// either release or abandon should have been called by the owner of this object.
SkASSERT(!fMSAATextureResource);
}
const GrD3DTextureResource* GrD3DRenderTarget::msaaTextureResource() const {
if (this->numSamples() == 1) {
SkASSERT(!fMSAATextureResource);
return nullptr;
}
if (fMSAATextureResource) {
return fMSAATextureResource.get();
}
SkASSERT(!fMSAATextureResource);
return this;
}
GrD3DTextureResource* GrD3DRenderTarget::msaaTextureResource() {
auto* constThis = const_cast<const GrD3DRenderTarget*>(this);
return const_cast<GrD3DTextureResource*>(constThis->msaaTextureResource());
}
void GrD3DRenderTarget::releaseInternalObjects() {
GrD3DGpu* gpu = this->getD3DGpu();
if (fMSAATextureResource) {
fMSAATextureResource->releaseResource(gpu);
fMSAATextureResource.reset();
gpu->resourceProvider().recycleRenderTargetView(fResolveRenderTargetView);
}
gpu->resourceProvider().recycleRenderTargetView(fColorRenderTargetView);
}
void GrD3DRenderTarget::onRelease() {
this->releaseInternalObjects();
this->releaseResource(this->getD3DGpu());
GrRenderTarget::onRelease();
}
void GrD3DRenderTarget::onAbandon() {
this->releaseInternalObjects();
this->releaseResource(this->getD3DGpu());
GrRenderTarget::onAbandon();
}
GrBackendRenderTarget GrD3DRenderTarget::getBackendRenderTarget() const {
return GrBackendRenderTarget(this->width(), this->height(), fInfo, this->grD3DResourceState());
}
GrD3DGpu* GrD3DRenderTarget::getD3DGpu() const {
SkASSERT(!this->wasDestroyed());
return static_cast<GrD3DGpu*>(this->getGpu());
}
DXGI_FORMAT GrD3DRenderTarget::stencilDxgiFormat() const {
if (auto stencil = this->getStencilAttachment()) {
auto d3dStencil = static_cast<GrD3DAttachment*>(stencil);
return d3dStencil->dxgiFormat();
}
return DXGI_FORMAT_UNKNOWN;
}
void GrD3DRenderTarget::genKey(GrProcessorKeyBuilder* b) const {
b->add32(this->dxgiFormat());
b->add32(this->numSamples());
b->add32(this->stencilDxgiFormat());
#ifdef SK_DEBUG
if (const GrAttachment* stencil = this->getStencilAttachment()) {
SkASSERT(stencil->numSamples() == this->numSamples());
}
#endif
b->add32(this->sampleQualityPattern());
}