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1 /*
2  * Copyright 2020 Google LLC
3  *
4  * Use of this source code is governed by a BSD-style license that can be
5  * found in the LICENSE file.
6  */
7 
8 #include "src/gpu/ganesh/d3d/GrD3DGpu.h"
9 
10 #include "include/core/SkColorSpace.h"
11 #include "include/core/SkTextureCompressionType.h"
12 #include "include/gpu/ganesh/GrBackendSurface.h"
13 #include "include/gpu/ganesh/d3d/GrD3DBackendContext.h"
14 #include "src/base/SkRectMemcpy.h"
15 #include "src/core/SkCompressedDataUtils.h"
16 #include "src/core/SkMipmap.h"
17 #include "src/gpu/ganesh/GrBackendUtils.h"
18 #include "src/gpu/ganesh/GrDataUtils.h"
19 #include "src/gpu/ganesh/GrDirectContextPriv.h"
20 #include "src/gpu/ganesh/GrImageInfo.h"
21 #include "src/gpu/ganesh/GrResourceProvider.h"
22 #include "src/gpu/ganesh/GrTexture.h"
23 #include "src/gpu/ganesh/GrThreadSafePipelineBuilder.h"
24 #include "src/gpu/ganesh/d3d/GrD3DAMDMemoryAllocator.h"
25 #include "src/gpu/ganesh/d3d/GrD3DAttachment.h"
26 #include "src/gpu/ganesh/d3d/GrD3DBuffer.h"
27 #include "src/gpu/ganesh/d3d/GrD3DCaps.h"
28 #include "src/gpu/ganesh/d3d/GrD3DOpsRenderPass.h"
29 #include "src/gpu/ganesh/d3d/GrD3DSemaphore.h"
30 #include "src/gpu/ganesh/d3d/GrD3DTexture.h"
31 #include "src/gpu/ganesh/d3d/GrD3DTextureRenderTarget.h"
32 #include "src/gpu/ganesh/d3d/GrD3DUtil.h"
33 #include "src/sksl/SkSLCompiler.h"
34 
35 #if defined(GPU_TEST_UTILS)
36 #include <DXProgrammableCapture.h>
37 #endif
38 
39 using namespace skia_private;
40 
pipelineBuilder()41 GrThreadSafePipelineBuilder* GrD3DGpu::pipelineBuilder() {
42     return nullptr;
43 }
44 
refPipelineBuilder()45 sk_sp<GrThreadSafePipelineBuilder> GrD3DGpu::refPipelineBuilder() {
46     return nullptr;
47 }
48 
49 
Make(const GrD3DBackendContext & backendContext,const GrContextOptions & contextOptions,GrDirectContext * direct)50 std::unique_ptr<GrGpu> GrD3DGpu::Make(const GrD3DBackendContext& backendContext,
51                                       const GrContextOptions& contextOptions,
52                                       GrDirectContext* direct) {
53     sk_sp<GrD3DMemoryAllocator> memoryAllocator = backendContext.fMemoryAllocator;
54     if (!memoryAllocator) {
55         // We were not given a memory allocator at creation
56         memoryAllocator = GrD3DAMDMemoryAllocator::Make(
57                 backendContext.fAdapter.get(), backendContext.fDevice.get());
58     }
59     if (!memoryAllocator) {
60         SkDEBUGFAIL("No supplied Direct3D memory allocator and unable to create one internally.");
61         return nullptr;
62     }
63 
64     return std::unique_ptr<GrGpu>(new GrD3DGpu(direct,
65                                                contextOptions,
66                                                backendContext,
67                                                memoryAllocator));
68 }
69 
70 // This constant determines how many OutstandingCommandLists are allocated together as a block in
71 // the deque. As such it needs to balance allocating too much memory vs. incurring
72 // allocation/deallocation thrashing. It should roughly correspond to the max number of outstanding
73 // command lists we expect to see.
74 static const int kDefaultOutstandingAllocCnt = 8;
75 
76 // constants have to be aligned to 256
77 constexpr int kConstantAlignment = 256;
78 
GrD3DGpu(GrDirectContext * direct,const GrContextOptions & contextOptions,const GrD3DBackendContext & backendContext,sk_sp<GrD3DMemoryAllocator> allocator)79 GrD3DGpu::GrD3DGpu(GrDirectContext* direct, const GrContextOptions& contextOptions,
80                    const GrD3DBackendContext& backendContext,
81                    sk_sp<GrD3DMemoryAllocator> allocator)
82         : INHERITED(direct)
83         , fDevice(backendContext.fDevice)
84         , fQueue(backendContext.fQueue)
85         , fMemoryAllocator(std::move(allocator))
86         , fResourceProvider(this)
87         , fStagingBufferManager(this)
88         , fConstantsRingBuffer(this, 128 * 1024, kConstantAlignment, GrGpuBufferType::kVertex)
89         , fOutstandingCommandLists(sizeof(OutstandingCommandList), kDefaultOutstandingAllocCnt) {
90     this->initCaps(sk_make_sp<GrD3DCaps>(contextOptions,
91                                          backendContext.fAdapter.get(),
92                                          backendContext.fDevice.get()));
93 
94     fCurrentDirectCommandList = fResourceProvider.findOrCreateDirectCommandList();
95     SkASSERT(fCurrentDirectCommandList);
96 
97     SkASSERT(fCurrentFenceValue == 0);
98     GR_D3D_CALL_ERRCHECK(fDevice->CreateFence(fCurrentFenceValue, D3D12_FENCE_FLAG_NONE,
99                                               IID_PPV_ARGS(&fFence)));
100 
101 #if defined(GPU_TEST_UTILS)
102     HRESULT getAnalysis = DXGIGetDebugInterface1(0, IID_PPV_ARGS(&fGraphicsAnalysis));
103     if (FAILED(getAnalysis)) {
104         fGraphicsAnalysis = nullptr;
105     }
106 #endif
107 }
108 
~GrD3DGpu()109 GrD3DGpu::~GrD3DGpu() {
110     this->destroyResources();
111 }
112 
destroyResources()113 void GrD3DGpu::destroyResources() {
114     if (fCurrentDirectCommandList) {
115         fCurrentDirectCommandList->close();
116         fCurrentDirectCommandList->reset();
117     }
118 
119     // We need to make sure everything has finished on the queue.
120     this->waitForQueueCompletion();
121 
122     SkDEBUGCODE(uint64_t fenceValue = fFence->GetCompletedValue();)
123 
124     // We used a placement new for each object in fOutstandingCommandLists, so we're responsible
125     // for calling the destructor on each of them as well.
126     while (!fOutstandingCommandLists.empty()) {
127         OutstandingCommandList* list = (OutstandingCommandList*)fOutstandingCommandLists.front();
128         SkASSERT(list->fFenceValue <= fenceValue);
129         // No reason to recycle the command lists since we are destroying all resources anyways.
130         list->~OutstandingCommandList();
131         fOutstandingCommandLists.pop_front();
132     }
133 
134     fStagingBufferManager.reset();
135 
136     fResourceProvider.destroyResources();
137 }
138 
onGetOpsRenderPass(GrRenderTarget * rt,bool,GrAttachment *,GrSurfaceOrigin origin,const SkIRect & bounds,const GrOpsRenderPass::LoadAndStoreInfo & colorInfo,const GrOpsRenderPass::StencilLoadAndStoreInfo & stencilInfo,const TArray<GrSurfaceProxy *,true> & sampledProxies,GrXferBarrierFlags renderPassXferBarriers)139 GrOpsRenderPass* GrD3DGpu::onGetOpsRenderPass(
140         GrRenderTarget* rt,
141         bool /*useMSAASurface*/,
142         GrAttachment*,
143         GrSurfaceOrigin origin,
144         const SkIRect& bounds,
145         const GrOpsRenderPass::LoadAndStoreInfo& colorInfo,
146         const GrOpsRenderPass::StencilLoadAndStoreInfo& stencilInfo,
147         const TArray<GrSurfaceProxy*, true>& sampledProxies,
148         GrXferBarrierFlags renderPassXferBarriers) {
149     if (!fCachedOpsRenderPass) {
150         fCachedOpsRenderPass.reset(new GrD3DOpsRenderPass(this));
151     }
152 
153     if (!fCachedOpsRenderPass->set(rt, origin, bounds, colorInfo, stencilInfo, sampledProxies)) {
154         return nullptr;
155     }
156     return fCachedOpsRenderPass.get();
157 }
158 
submitDirectCommandList(SyncQueue sync)159 bool GrD3DGpu::submitDirectCommandList(SyncQueue sync) {
160     SkASSERT(fCurrentDirectCommandList);
161 
162     fResourceProvider.prepForSubmit();
163     for (int i = 0; i < fMipmapCPUDescriptors.size(); ++i) {
164         fResourceProvider.recycleShaderView(fMipmapCPUDescriptors[i]);
165     }
166     fMipmapCPUDescriptors.clear();
167 
168     GrD3DDirectCommandList::SubmitResult sResult = fCurrentDirectCommandList->submit(fQueue.get());
169     if (sResult == GrD3DDirectCommandList::SubmitResult::kFailure) {
170         fCurrentDirectCommandList = fResourceProvider.findOrCreateDirectCommandList();
171         return false;
172     } else if (sResult == GrD3DDirectCommandList::SubmitResult::kNoWork) {
173         if (sync == SyncQueue::kForce) {
174             this->waitForQueueCompletion();
175             this->checkForFinishedCommandLists();
176         }
177         return true;
178     }
179 
180     // We just submitted the command list so make sure all GrD3DPipelineState's mark their cached
181     // uniform data as dirty.
182     fResourceProvider.markPipelineStateUniformsDirty();
183 
184     GR_D3D_CALL_ERRCHECK(fQueue->Signal(fFence.get(), ++fCurrentFenceValue));
185     new (fOutstandingCommandLists.push_back()) OutstandingCommandList(
186             std::move(fCurrentDirectCommandList), fCurrentFenceValue);
187 
188     if (sync == SyncQueue::kForce) {
189         this->waitForQueueCompletion();
190     }
191 
192     fCurrentDirectCommandList = fResourceProvider.findOrCreateDirectCommandList();
193 
194     // This should be done after we have a new command list in case the freeing of any resources
195     // held by a finished command list causes us send a new command to the gpu (like changing the
196     // resource state.
197     this->checkForFinishedCommandLists();
198 
199     SkASSERT(fCurrentDirectCommandList);
200     return true;
201 }
202 
checkForFinishedCommandLists()203 void GrD3DGpu::checkForFinishedCommandLists() {
204     uint64_t currentFenceValue = fFence->GetCompletedValue();
205 
206     // Iterate over all the outstanding command lists to see if any have finished. The commands
207     // lists are in order from oldest to newest, so we start at the front to check if their fence
208     // value is less than the last signaled value. If so we pop it off and move onto the next.
209     // Repeat till we find a command list that has not finished yet (and all others afterwards are
210     // also guaranteed to not have finished).
211     OutstandingCommandList* front = (OutstandingCommandList*)fOutstandingCommandLists.front();
212     while (front && front->fFenceValue <= currentFenceValue) {
213         std::unique_ptr<GrD3DDirectCommandList> currList(std::move(front->fCommandList));
214         // Since we used placement new we are responsible for calling the destructor manually.
215         front->~OutstandingCommandList();
216         fOutstandingCommandLists.pop_front();
217         fResourceProvider.recycleDirectCommandList(std::move(currList));
218         front = (OutstandingCommandList*)fOutstandingCommandLists.front();
219     }
220 }
221 
waitForQueueCompletion()222 void GrD3DGpu::waitForQueueCompletion() {
223     if (fFence->GetCompletedValue() < fCurrentFenceValue) {
224         HANDLE fenceEvent;
225         fenceEvent = CreateEvent(nullptr, FALSE, FALSE, nullptr);
226         SkASSERT(fenceEvent);
227         GR_D3D_CALL_ERRCHECK(fFence->SetEventOnCompletion(fCurrentFenceValue, fenceEvent));
228         WaitForSingleObject(fenceEvent, INFINITE);
229         CloseHandle(fenceEvent);
230     }
231 }
232 
submit(GrOpsRenderPass * renderPass)233 void GrD3DGpu::submit(GrOpsRenderPass* renderPass) {
234     SkASSERT(fCachedOpsRenderPass.get() == renderPass);
235 
236     fCachedOpsRenderPass->submit();
237     fCachedOpsRenderPass.reset();
238 }
239 
endRenderPass(GrRenderTarget * target,GrSurfaceOrigin origin,const SkIRect & bounds)240 void GrD3DGpu::endRenderPass(GrRenderTarget* target, GrSurfaceOrigin origin,
241                              const SkIRect& bounds) {
242     this->didWriteToSurface(target, origin, &bounds);
243 }
244 
addFinishedCallback(sk_sp<skgpu::RefCntedCallback> finishedCallback)245 void GrD3DGpu::addFinishedCallback(sk_sp<skgpu::RefCntedCallback> finishedCallback) {
246     SkASSERT(finishedCallback);
247     // Besides the current command list, we also add the finishedCallback to the newest outstanding
248     // command list. Our contract for calling the proc is that all previous submitted command lists
249     // have finished when we call it. However, if our current command list has no work when it is
250     // flushed it will drop its ref to the callback immediately. But the previous work may not have
251     // finished. It is safe to only add the proc to the newest outstanding commandlist cause that
252     // must finish after all previously submitted command lists.
253     OutstandingCommandList* back = (OutstandingCommandList*)fOutstandingCommandLists.back();
254     if (back) {
255         back->fCommandList->addFinishedCallback(finishedCallback);
256     }
257     fCurrentDirectCommandList->addFinishedCallback(std::move(finishedCallback));
258 }
259 
createD3DTexture(SkISize dimensions,DXGI_FORMAT dxgiFormat,GrRenderable renderable,int renderTargetSampleCnt,skgpu::Budgeted budgeted,GrProtected isProtected,int mipLevelCount,GrMipmapStatus mipmapStatus,std::string_view label)260 sk_sp<GrD3DTexture> GrD3DGpu::createD3DTexture(SkISize dimensions,
261                                                DXGI_FORMAT dxgiFormat,
262                                                GrRenderable renderable,
263                                                int renderTargetSampleCnt,
264                                                skgpu::Budgeted budgeted,
265                                                GrProtected isProtected,
266                                                int mipLevelCount,
267                                                GrMipmapStatus mipmapStatus,
268                                                std::string_view label) {
269     D3D12_RESOURCE_FLAGS usageFlags = D3D12_RESOURCE_FLAG_NONE;
270     if (renderable == GrRenderable::kYes) {
271         usageFlags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
272     }
273 
274     // This desc refers to a texture that will be read by the client. Thus even if msaa is
275     // requested, this describes the resolved texture. Therefore we always have samples set
276     // to 1.
277     SkASSERT(mipLevelCount > 0);
278     D3D12_RESOURCE_DESC resourceDesc = {};
279     resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
280     // TODO: will use 4MB alignment for MSAA textures and 64KB for everything else
281     //       might want to manually set alignment to 4KB for smaller textures
282     resourceDesc.Alignment = 0;
283     resourceDesc.Width = dimensions.fWidth;
284     resourceDesc.Height = dimensions.fHeight;
285     resourceDesc.DepthOrArraySize = 1;
286     resourceDesc.MipLevels = mipLevelCount;
287     resourceDesc.Format = dxgiFormat;
288     resourceDesc.SampleDesc.Count = 1;
289     resourceDesc.SampleDesc.Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
290     resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;  // use driver-selected swizzle
291     resourceDesc.Flags = usageFlags;
292 
293     if (renderable == GrRenderable::kYes) {
294         return GrD3DTextureRenderTarget::MakeNewTextureRenderTarget(
295                 this, budgeted, dimensions, renderTargetSampleCnt, resourceDesc, isProtected,
296                 mipmapStatus, label);
297     } else {
298         return GrD3DTexture::MakeNewTexture(this, budgeted, dimensions, resourceDesc, isProtected,
299                                             mipmapStatus, label);
300     }
301 }
302 
onCreateTexture(SkISize dimensions,const GrBackendFormat & format,GrRenderable renderable,int renderTargetSampleCnt,skgpu::Budgeted budgeted,GrProtected isProtected,int mipLevelCount,uint32_t levelClearMask,std::string_view label)303 sk_sp<GrTexture> GrD3DGpu::onCreateTexture(SkISize dimensions,
304                                            const GrBackendFormat& format,
305                                            GrRenderable renderable,
306                                            int renderTargetSampleCnt,
307                                            skgpu::Budgeted budgeted,
308                                            GrProtected isProtected,
309                                            int mipLevelCount,
310                                            uint32_t levelClearMask,
311                                            std::string_view label) {
312     DXGI_FORMAT dxgiFormat;
313     SkAssertResult(format.asDxgiFormat(&dxgiFormat));
314     SkASSERT(!GrDxgiFormatIsCompressed(dxgiFormat));
315 
316     GrMipmapStatus mipmapStatus = mipLevelCount > 1 ? GrMipmapStatus::kDirty
317                                                     : GrMipmapStatus::kNotAllocated;
318 
319     sk_sp<GrD3DTexture> tex = this->createD3DTexture(dimensions, dxgiFormat, renderable,
320                                                      renderTargetSampleCnt, budgeted, isProtected,
321                                                      mipLevelCount, mipmapStatus, label);
322     if (!tex) {
323         return nullptr;
324     }
325 
326     if (levelClearMask) {
327         // TODO
328     }
329 
330     return std::move(tex);
331 }
332 
copy_compressed_data(char * mapPtr,DXGI_FORMAT dxgiFormat,D3D12_PLACED_SUBRESOURCE_FOOTPRINT * placedFootprints,UINT * numRows,UINT64 * rowSizeInBytes,const void * compressedData,int numMipLevels)333 static void copy_compressed_data(char* mapPtr, DXGI_FORMAT dxgiFormat,
334                                  D3D12_PLACED_SUBRESOURCE_FOOTPRINT* placedFootprints,
335                                  UINT* numRows, UINT64* rowSizeInBytes,
336                                  const void* compressedData, int numMipLevels) {
337     SkASSERT(compressedData && numMipLevels);
338     SkASSERT(GrDxgiFormatIsCompressed(dxgiFormat));
339     SkASSERT(mapPtr);
340 
341     const char* src = static_cast<const char*>(compressedData);
342     for (int currentMipLevel = 0; currentMipLevel < numMipLevels; currentMipLevel++) {
343         // copy data into the buffer, skipping any trailing bytes
344         char* dst = mapPtr + placedFootprints[currentMipLevel].Offset;
345         SkRectMemcpy(dst, placedFootprints[currentMipLevel].Footprint.RowPitch,
346                      src, rowSizeInBytes[currentMipLevel], rowSizeInBytes[currentMipLevel],
347                      numRows[currentMipLevel]);
348         src += numRows[currentMipLevel] * rowSizeInBytes[currentMipLevel];
349     }
350 }
351 
onCreateCompressedTexture(SkISize dimensions,const GrBackendFormat & format,skgpu::Budgeted budgeted,skgpu::Mipmapped mipmapped,GrProtected isProtected,const void * data,size_t dataSize)352 sk_sp<GrTexture> GrD3DGpu::onCreateCompressedTexture(SkISize dimensions,
353                                                      const GrBackendFormat& format,
354                                                      skgpu::Budgeted budgeted,
355                                                      skgpu::Mipmapped mipmapped,
356                                                      GrProtected isProtected,
357                                                      const void* data,
358                                                      size_t dataSize) {
359     DXGI_FORMAT dxgiFormat;
360     SkAssertResult(format.asDxgiFormat(&dxgiFormat));
361     SkASSERT(GrDxgiFormatIsCompressed(dxgiFormat));
362 
363     SkDEBUGCODE(SkTextureCompressionType compression = GrBackendFormatToCompressionType(format));
364     SkASSERT(dataSize == SkCompressedFormatDataSize(
365                                  compression, dimensions, mipmapped == skgpu::Mipmapped::kYes));
366 
367     int mipLevelCount = 1;
368     if (mipmapped == skgpu::Mipmapped::kYes) {
369         mipLevelCount = SkMipmap::ComputeLevelCount(dimensions.width(), dimensions.height()) + 1;
370     }
371     GrMipmapStatus mipmapStatus = mipLevelCount > 1 ? GrMipmapStatus::kValid
372                                                     : GrMipmapStatus::kNotAllocated;
373 
374     sk_sp<GrD3DTexture> d3dTex = this->createD3DTexture(
375         dimensions,
376         dxgiFormat,
377         GrRenderable::kNo,
378         1,
379         budgeted,
380         isProtected,
381         mipLevelCount,
382         mipmapStatus,
383         /*label=*/"D3DGpu_CreateCompressedTexture");
384     if (!d3dTex) {
385         return nullptr;
386     }
387 
388     ID3D12Resource* d3dResource = d3dTex->d3dResource();
389     SkASSERT(d3dResource);
390     D3D12_RESOURCE_DESC desc = d3dResource->GetDesc();
391     // Either upload only the first miplevel or all miplevels
392     SkASSERT(1 == mipLevelCount || mipLevelCount == (int)desc.MipLevels);
393 
394     AutoTMalloc<D3D12_PLACED_SUBRESOURCE_FOOTPRINT> placedFootprints(mipLevelCount);
395     AutoTMalloc<UINT> numRows(mipLevelCount);
396     AutoTMalloc<UINT64> rowSizeInBytes(mipLevelCount);
397     UINT64 combinedBufferSize;
398     // We reset the width and height in the description to match our subrectangle size
399     // so we don't end up allocating more space than we need.
400     desc.Width = dimensions.width();
401     desc.Height = dimensions.height();
402     fDevice->GetCopyableFootprints(&desc, 0, mipLevelCount, 0, placedFootprints.get(),
403                                    numRows.get(), rowSizeInBytes.get(), &combinedBufferSize);
404     SkASSERT(combinedBufferSize);
405 
406     GrStagingBufferManager::Slice slice = fStagingBufferManager.allocateStagingBufferSlice(
407             combinedBufferSize, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
408     if (!slice.fBuffer) {
409         return nullptr;
410     }
411 
412     char* bufferData = (char*)slice.fOffsetMapPtr;
413 
414     copy_compressed_data(bufferData, desc.Format, placedFootprints.get(), numRows.get(),
415                          rowSizeInBytes.get(), data, mipLevelCount);
416 
417     // Update the offsets in the footprints to be relative to the slice's offset
418     for (int i = 0; i < mipLevelCount; ++i) {
419         placedFootprints[i].Offset += slice.fOffset;
420     }
421 
422     ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(slice.fBuffer)->d3dResource();
423     fCurrentDirectCommandList->copyBufferToTexture(d3dBuffer, d3dTex.get(), mipLevelCount,
424                                                    placedFootprints.get(), 0, 0);
425 
426     return std::move(d3dTex);
427 }
428 
onCreateCompressedTexture(SkISize dimensions,const GrBackendFormat & format,skgpu::Budgeted budgeted,skgpu::Mipmapped mipMapped,GrProtected isProtected,OH_NativeBuffer * nativeBuffer,size_t bufferSize)429 sk_sp<GrTexture> GrD3DGpu::onCreateCompressedTexture(SkISize dimensions,
430                                                 const GrBackendFormat& format,
431                                                 skgpu::Budgeted budgeted,
432                                                 skgpu::Mipmapped mipMapped,
433                                                 GrProtected isProtected,
434                                                 OH_NativeBuffer* nativeBuffer,
435                                                 size_t bufferSize) {
436     SkASSERT(!"unimplemented");
437     return nullptr;
438 }
439 
get_surface_sample_cnt(GrSurface * surf)440 static int get_surface_sample_cnt(GrSurface* surf) {
441     if (const GrRenderTarget* rt = surf->asRenderTarget()) {
442         return rt->numSamples();
443     }
444     return 0;
445 }
446 
onCopySurface(GrSurface * dst,const SkIRect & dstRect,GrSurface * src,const SkIRect & srcRect,GrSamplerState::Filter)447 bool GrD3DGpu::onCopySurface(GrSurface* dst, const SkIRect& dstRect,
448                              GrSurface* src, const SkIRect& srcRect,
449                              GrSamplerState::Filter) {
450     if (srcRect.size() != dstRect.size()) {
451         return false;
452     }
453     if (src->isProtected() && !dst->isProtected()) {
454         SkDebugf("Can't copy from protected memory to non-protected");
455         return false;
456     }
457 
458     int dstSampleCnt = get_surface_sample_cnt(dst);
459     int srcSampleCnt = get_surface_sample_cnt(src);
460 
461     GrD3DTextureResource* dstTexResource;
462     GrD3DTextureResource* srcTexResource;
463     GrRenderTarget* dstRT = dst->asRenderTarget();
464     if (dstRT) {
465         GrD3DRenderTarget* d3dRT = static_cast<GrD3DRenderTarget*>(dstRT);
466         dstTexResource = d3dRT->numSamples() > 1 ? d3dRT->msaaTextureResource() : d3dRT;
467     } else {
468         SkASSERT(dst->asTexture());
469         dstTexResource = static_cast<GrD3DTexture*>(dst->asTexture());
470     }
471     GrRenderTarget* srcRT = src->asRenderTarget();
472     if (srcRT) {
473         GrD3DRenderTarget* d3dRT = static_cast<GrD3DRenderTarget*>(srcRT);
474         srcTexResource = d3dRT->numSamples() > 1 ? d3dRT->msaaTextureResource() : d3dRT;
475     } else {
476         SkASSERT(src->asTexture());
477         srcTexResource = static_cast<GrD3DTexture*>(src->asTexture());
478     }
479 
480     DXGI_FORMAT dstFormat = dstTexResource->dxgiFormat();
481     DXGI_FORMAT srcFormat = srcTexResource->dxgiFormat();
482 
483     const SkIPoint dstPoint = dstRect.topLeft();
484     if (this->d3dCaps().canCopyAsResolve(dstFormat, dstSampleCnt, srcFormat, srcSampleCnt)) {
485         this->copySurfaceAsResolve(dst, src, srcRect, dstPoint);
486         return true;
487     }
488 
489     if (this->d3dCaps().canCopyTexture(dstFormat, dstSampleCnt, srcFormat, srcSampleCnt)) {
490         this->copySurfaceAsCopyTexture(dst, src, dstTexResource, srcTexResource, srcRect, dstPoint);
491         return true;
492     }
493 
494     return false;
495 }
496 
copySurfaceAsCopyTexture(GrSurface * dst,GrSurface * src,GrD3DTextureResource * dstResource,GrD3DTextureResource * srcResource,const SkIRect & srcRect,const SkIPoint & dstPoint)497 void GrD3DGpu::copySurfaceAsCopyTexture(GrSurface* dst, GrSurface* src,
498                                         GrD3DTextureResource* dstResource,
499                                         GrD3DTextureResource* srcResource,
500                                         const SkIRect& srcRect, const SkIPoint& dstPoint) {
501 #ifdef SK_DEBUG
502     int dstSampleCnt = get_surface_sample_cnt(dst);
503     int srcSampleCnt = get_surface_sample_cnt(src);
504     DXGI_FORMAT dstFormat = dstResource->dxgiFormat();
505     DXGI_FORMAT srcFormat;
506     SkAssertResult(dst->backendFormat().asDxgiFormat(&srcFormat));
507     SkASSERT(this->d3dCaps().canCopyTexture(dstFormat, dstSampleCnt, srcFormat, srcSampleCnt));
508 #endif
509     if (src->isProtected() && !dst->isProtected()) {
510         SkDebugf("Can't copy from protected memory to non-protected");
511         return;
512     }
513 
514     dstResource->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
515     srcResource->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE);
516 
517     D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
518     dstLocation.pResource = dstResource->d3dResource();
519     dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
520     dstLocation.SubresourceIndex = 0;
521 
522     D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
523     srcLocation.pResource = srcResource->d3dResource();
524     srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
525     srcLocation.SubresourceIndex = 0;
526 
527     D3D12_BOX srcBox = {};
528     srcBox.left = srcRect.fLeft;
529     srcBox.top = srcRect.fTop;
530     srcBox.right = srcRect.fRight;
531     srcBox.bottom = srcRect.fBottom;
532     srcBox.front = 0;
533     srcBox.back = 1;
534     // TODO: use copyResource if copying full resource and sizes match
535     fCurrentDirectCommandList->copyTextureRegionToTexture(dstResource->resource(),
536                                                           &dstLocation,
537                                                           dstPoint.fX, dstPoint.fY,
538                                                           srcResource->resource(),
539                                                           &srcLocation,
540                                                           &srcBox);
541 
542     SkIRect dstRect = SkIRect::MakeXYWH(dstPoint.fX, dstPoint.fY,
543                                         srcRect.width(), srcRect.height());
544     // The rect is already in device space so we pass in kTopLeft so no flip is done.
545     this->didWriteToSurface(dst, kTopLeft_GrSurfaceOrigin, &dstRect);
546 }
547 
copySurfaceAsResolve(GrSurface * dst,GrSurface * src,const SkIRect & srcRect,const SkIPoint & dstPoint)548 void GrD3DGpu::copySurfaceAsResolve(GrSurface* dst, GrSurface* src, const SkIRect& srcRect,
549                                     const SkIPoint& dstPoint) {
550     GrD3DRenderTarget* srcRT = static_cast<GrD3DRenderTarget*>(src->asRenderTarget());
551     SkASSERT(srcRT);
552 
553     this->resolveTexture(dst, dstPoint.fX, dstPoint.fY, srcRT, srcRect);
554     SkIRect dstRect = SkIRect::MakeXYWH(dstPoint.fX, dstPoint.fY,
555                                         srcRect.width(), srcRect.height());
556     // The rect is already in device space so we pass in kTopLeft so no flip is done.
557     this->didWriteToSurface(dst, kTopLeft_GrSurfaceOrigin, &dstRect);
558 }
559 
resolveTexture(GrSurface * dst,int32_t dstX,int32_t dstY,GrD3DRenderTarget * src,const SkIRect & srcIRect)560 void GrD3DGpu::resolveTexture(GrSurface* dst, int32_t dstX, int32_t dstY,
561                               GrD3DRenderTarget* src, const SkIRect& srcIRect) {
562     SkASSERT(dst);
563     SkASSERT(src && src->numSamples() > 1 && src->msaaTextureResource());
564 
565     D3D12_RECT srcRect = { srcIRect.fLeft, srcIRect.fTop, srcIRect.fRight, srcIRect.fBottom };
566 
567     GrD3DTextureResource* dstTextureResource;
568     GrRenderTarget* dstRT = dst->asRenderTarget();
569     if (dstRT) {
570         dstTextureResource = static_cast<GrD3DRenderTarget*>(dstRT);
571     } else {
572         SkASSERT(dst->asTexture());
573         dstTextureResource = static_cast<GrD3DTexture*>(dst->asTexture());
574     }
575 
576     dstTextureResource->setResourceState(this, D3D12_RESOURCE_STATE_RESOLVE_DEST);
577     src->msaaTextureResource()->setResourceState(this, D3D12_RESOURCE_STATE_RESOLVE_SOURCE);
578 
579     fCurrentDirectCommandList->resolveSubresourceRegion(dstTextureResource, dstX, dstY,
580                                                         src->msaaTextureResource(), &srcRect);
581 }
582 
onResolveRenderTarget(GrRenderTarget * target,const SkIRect & resolveRect)583 void GrD3DGpu::onResolveRenderTarget(GrRenderTarget* target, const SkIRect& resolveRect) {
584     SkASSERT(target->numSamples() > 1);
585     GrD3DRenderTarget* rt = static_cast<GrD3DRenderTarget*>(target);
586     SkASSERT(rt->msaaTextureResource() && rt != rt->msaaTextureResource());
587 
588     this->resolveTexture(target, resolveRect.fLeft, resolveRect.fTop, rt, resolveRect);
589 }
590 
onReadPixels(GrSurface * surface,SkIRect rect,GrColorType surfaceColorType,GrColorType dstColorType,void * buffer,size_t rowBytes)591 bool GrD3DGpu::onReadPixels(GrSurface* surface,
592                             SkIRect rect,
593                             GrColorType surfaceColorType,
594                             GrColorType dstColorType,
595                             void* buffer,
596                             size_t rowBytes) {
597     SkASSERT(surface);
598 
599     if (surfaceColorType != dstColorType) {
600         return false;
601     }
602 
603     GrD3DTextureResource* texResource = nullptr;
604     GrD3DRenderTarget* rt = static_cast<GrD3DRenderTarget*>(surface->asRenderTarget());
605     if (rt) {
606         texResource = rt;
607     } else {
608         texResource = static_cast<GrD3DTexture*>(surface->asTexture());
609     }
610 
611     if (!texResource) {
612         return false;
613     }
614 
615     D3D12_RESOURCE_DESC desc = texResource->d3dResource()->GetDesc();
616     D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedFootprint;
617     UINT64 transferTotalBytes;
618     fDevice->GetCopyableFootprints(&desc, 0, 1, 0, &placedFootprint,
619                                    nullptr, nullptr, &transferTotalBytes);
620     SkASSERT(transferTotalBytes);
621     GrResourceProvider* resourceProvider =
622         this->getContext()->priv().resourceProvider();
623     sk_sp<GrGpuBuffer> transferBuffer = resourceProvider->createBuffer(
624             transferTotalBytes,
625             GrGpuBufferType::kXferGpuToCpu,
626             kDynamic_GrAccessPattern,
627             GrResourceProvider::ZeroInit::kNo);
628     if (!transferBuffer) {
629         return false;
630     }
631 
632     this->readOrTransferPixels(texResource, rect, transferBuffer, placedFootprint);
633     this->submitDirectCommandList(SyncQueue::kForce);
634 
635     // Copy back to CPU buffer
636     size_t bpp = GrColorTypeBytesPerPixel(dstColorType);
637     if (GrDxgiFormatBytesPerBlock(texResource->dxgiFormat()) != bpp) {
638         return false;
639     }
640     size_t tightRowBytes = bpp * rect.width();
641 
642     const void* mappedMemory = transferBuffer->map();
643     if (!mappedMemory) {
644         return false;
645     }
646 
647     SkRectMemcpy(buffer,
648                  rowBytes,
649                  mappedMemory,
650                  placedFootprint.Footprint.RowPitch,
651                  tightRowBytes,
652                  rect.height());
653 
654     transferBuffer->unmap();
655 
656     return true;
657 }
658 
readOrTransferPixels(GrD3DTextureResource * texResource,SkIRect rect,sk_sp<GrGpuBuffer> transferBuffer,const D3D12_PLACED_SUBRESOURCE_FOOTPRINT & placedFootprint)659 void GrD3DGpu::readOrTransferPixels(GrD3DTextureResource* texResource,
660                                     SkIRect rect,
661                                     sk_sp<GrGpuBuffer> transferBuffer,
662                                     const D3D12_PLACED_SUBRESOURCE_FOOTPRINT& placedFootprint) {
663     // Set up src location and box
664     D3D12_TEXTURE_COPY_LOCATION srcLocation = {};
665     srcLocation.pResource = texResource->d3dResource();
666     SkASSERT(srcLocation.pResource);
667     srcLocation.Type = D3D12_TEXTURE_COPY_TYPE_SUBRESOURCE_INDEX;
668     srcLocation.SubresourceIndex = 0;
669 
670     D3D12_BOX srcBox = {};
671     srcBox.left = rect.left();
672     srcBox.top = rect.top();
673     srcBox.right = rect.right();
674     srcBox.bottom = rect.bottom();
675     srcBox.front = 0;
676     srcBox.back = 1;
677 
678     // Set up dst location
679     D3D12_TEXTURE_COPY_LOCATION dstLocation = {};
680     dstLocation.Type = D3D12_TEXTURE_COPY_TYPE_PLACED_FOOTPRINT;
681     dstLocation.PlacedFootprint = placedFootprint;
682     GrD3DBuffer* d3dBuf = static_cast<GrD3DBuffer*>(transferBuffer.get());
683     dstLocation.pResource = d3dBuf->d3dResource();
684 
685     // Need to change the resource state to COPY_SOURCE in order to download from it
686     texResource->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE);
687 
688     fCurrentDirectCommandList->copyTextureRegionToBuffer(transferBuffer, &dstLocation, 0, 0,
689                                                          texResource->resource(), &srcLocation,
690                                                          &srcBox);
691 }
692 
onWritePixels(GrSurface * surface,SkIRect rect,GrColorType surfaceColorType,GrColorType srcColorType,const GrMipLevel texels[],int mipLevelCount,bool prepForTexSampling)693 bool GrD3DGpu::onWritePixels(GrSurface* surface,
694                              SkIRect rect,
695                              GrColorType surfaceColorType,
696                              GrColorType srcColorType,
697                              const GrMipLevel texels[],
698                              int mipLevelCount,
699                              bool prepForTexSampling) {
700     GrD3DTexture* d3dTex = static_cast<GrD3DTexture*>(surface->asTexture());
701     if (!d3dTex) {
702         return false;
703     }
704 
705     // Make sure we have at least the base level
706     if (!mipLevelCount || !texels[0].fPixels) {
707         return false;
708     }
709 
710     SkASSERT(!GrDxgiFormatIsCompressed(d3dTex->dxgiFormat()));
711     bool success = false;
712 
713     // Need to change the resource state to COPY_DEST in order to upload to it
714     d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
715 
716     SkASSERT(mipLevelCount <= d3dTex->maxMipmapLevel() + 1);
717     success = this->uploadToTexture(d3dTex, rect, srcColorType, texels, mipLevelCount);
718 
719     if (prepForTexSampling) {
720         d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_PIXEL_SHADER_RESOURCE);
721     }
722 
723     return success;
724 }
725 
uploadToTexture(GrD3DTexture * tex,SkIRect rect,GrColorType colorType,const GrMipLevel * texels,int mipLevelCount)726 bool GrD3DGpu::uploadToTexture(GrD3DTexture* tex,
727                                SkIRect rect,
728                                GrColorType colorType,
729                                const GrMipLevel* texels,
730                                int mipLevelCount) {
731     SkASSERT(this->d3dCaps().isFormatTexturable(tex->dxgiFormat()));
732     // The assumption is either that we have no mipmaps, or that our rect is the entire texture
733     SkASSERT(mipLevelCount == 1 || rect == SkIRect::MakeSize(tex->dimensions()));
734 
735     // We assume that if the texture has mip levels, we either upload to all the levels or just the
736     // first.
737     SkASSERT(mipLevelCount == 1 || mipLevelCount == (tex->maxMipmapLevel() + 1));
738 
739     if (rect.isEmpty()) {
740         return false;
741     }
742 
743     SkASSERT(this->d3dCaps().surfaceSupportsWritePixels(tex));
744     SkASSERT(this->d3dCaps().areColorTypeAndFormatCompatible(colorType, tex->backendFormat()));
745 
746     ID3D12Resource* d3dResource = tex->d3dResource();
747     SkASSERT(d3dResource);
748     D3D12_RESOURCE_DESC desc = d3dResource->GetDesc();
749     // Either upload only the first miplevel or all miplevels
750     SkASSERT(1 == mipLevelCount || mipLevelCount == (int)desc.MipLevels);
751 
752     if (1 == mipLevelCount && !texels[0].fPixels) {
753         return true;   // no data to upload
754     }
755 
756     for (int i = 0; i < mipLevelCount; ++i) {
757         // We do not allow any gaps in the mip data
758         if (!texels[i].fPixels) {
759             return false;
760         }
761     }
762 
763     AutoTMalloc<D3D12_PLACED_SUBRESOURCE_FOOTPRINT> placedFootprints(mipLevelCount);
764     UINT64 combinedBufferSize;
765     // We reset the width and height in the description to match our subrectangle size
766     // so we don't end up allocating more space than we need.
767     desc.Width = rect.width();
768     desc.Height = rect.height();
769     fDevice->GetCopyableFootprints(&desc, 0, mipLevelCount, 0, placedFootprints.get(),
770                                    nullptr, nullptr, &combinedBufferSize);
771     size_t bpp = GrColorTypeBytesPerPixel(colorType);
772     SkASSERT(combinedBufferSize);
773 
774     GrStagingBufferManager::Slice slice = fStagingBufferManager.allocateStagingBufferSlice(
775             combinedBufferSize, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
776     if (!slice.fBuffer) {
777         return false;
778     }
779 
780     char* bufferData = (char*)slice.fOffsetMapPtr;
781 
782     int currentWidth = rect.width();
783     int currentHeight = rect.height();
784     for (int currentMipLevel = 0; currentMipLevel < mipLevelCount; currentMipLevel++) {
785         if (texels[currentMipLevel].fPixels) {
786 
787             const size_t trimRowBytes = currentWidth * bpp;
788             const size_t srcRowBytes = texels[currentMipLevel].fRowBytes;
789 
790             char* dst = bufferData + placedFootprints[currentMipLevel].Offset;
791 
792             // copy data into the buffer, skipping any trailing bytes
793             const char* src = (const char*)texels[currentMipLevel].fPixels;
794             SkRectMemcpy(dst, placedFootprints[currentMipLevel].Footprint.RowPitch,
795                          src, srcRowBytes, trimRowBytes, currentHeight);
796         }
797         currentWidth = std::max(1, currentWidth / 2);
798         currentHeight = std::max(1, currentHeight / 2);
799     }
800 
801     // Update the offsets in the footprints to be relative to the slice's offset
802     for (int i = 0; i < mipLevelCount; ++i) {
803         placedFootprints[i].Offset += slice.fOffset;
804     }
805 
806     ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(slice.fBuffer)->d3dResource();
807     fCurrentDirectCommandList->copyBufferToTexture(d3dBuffer,
808                                                    tex,
809                                                    mipLevelCount,
810                                                    placedFootprints.get(),
811                                                    rect.left(),
812                                                    rect.top());
813 
814     if (mipLevelCount < (int)desc.MipLevels) {
815         tex->markMipmapsDirty();
816     }
817 
818     return true;
819 }
820 
onTransferFromBufferToBuffer(sk_sp<GrGpuBuffer> src,size_t srcOffset,sk_sp<GrGpuBuffer> dst,size_t dstOffset,size_t size)821 bool GrD3DGpu::onTransferFromBufferToBuffer(sk_sp<GrGpuBuffer> src,
822                                             size_t srcOffset,
823                                             sk_sp<GrGpuBuffer> dst,
824                                             size_t dstOffset,
825                                             size_t size) {
826     if (!this->currentCommandList()) {
827         return false;
828     }
829 
830     sk_sp<GrD3DBuffer> d3dSrc(static_cast<GrD3DBuffer*>(src.release()));
831     sk_sp<GrD3DBuffer> d3dDst(static_cast<GrD3DBuffer*>(dst.release()));
832 
833     fCurrentDirectCommandList->copyBufferToBuffer(std::move(d3dDst),
834                                                   dstOffset,
835                                                   d3dSrc->d3dResource(),
836                                                   srcOffset,
837                                                   size);
838 
839     // copyBufferToBuffer refs the dst but not the src
840     this->currentCommandList()->addGrBuffer(std::move(src));
841 
842     return true;
843 }
844 
onTransferPixelsTo(GrTexture * texture,SkIRect rect,GrColorType surfaceColorType,GrColorType bufferColorType,sk_sp<GrGpuBuffer> transferBuffer,size_t bufferOffset,size_t rowBytes)845 bool GrD3DGpu::onTransferPixelsTo(GrTexture* texture,
846                                   SkIRect rect,
847                                   GrColorType surfaceColorType,
848                                   GrColorType bufferColorType,
849                                   sk_sp<GrGpuBuffer> transferBuffer,
850                                   size_t bufferOffset,
851                                   size_t rowBytes) {
852     if (!this->currentCommandList()) {
853         return false;
854     }
855 
856     if (!transferBuffer) {
857         return false;
858     }
859 
860     size_t bpp = GrColorTypeBytesPerPixel(bufferColorType);
861     if (GrBackendFormatBytesPerPixel(texture->backendFormat()) != bpp) {
862         return false;
863     }
864 
865     // D3D requires offsets for texture transfers to be aligned to this value
866     if (SkToBool(bufferOffset & (D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT-1))) {
867         return false;
868     }
869 
870     GrD3DTexture* d3dTex = static_cast<GrD3DTexture*>(texture);
871     if (!d3dTex) {
872         return false;
873     }
874 
875     SkDEBUGCODE(DXGI_FORMAT format = d3dTex->dxgiFormat());
876 
877     // Can't transfer compressed data
878     SkASSERT(!GrDxgiFormatIsCompressed(format));
879 
880     SkASSERT(GrDxgiFormatBytesPerBlock(format) == GrColorTypeBytesPerPixel(bufferColorType));
881 
882     SkASSERT(SkIRect::MakeSize(texture->dimensions()).contains(rect));
883 
884     // Set up copy region
885     D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedFootprint = {};
886     ID3D12Resource* d3dResource = d3dTex->d3dResource();
887     SkASSERT(d3dResource);
888     D3D12_RESOURCE_DESC desc = d3dResource->GetDesc();
889     desc.Width = rect.width();
890     desc.Height = rect.height();
891     UINT64 totalBytes;
892     fDevice->GetCopyableFootprints(&desc, 0, 1, 0, &placedFootprint,
893                                    nullptr, nullptr, &totalBytes);
894     placedFootprint.Offset = bufferOffset;
895 
896     // Change state of our target so it can be copied to
897     d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
898 
899     // Copy the buffer to the image.
900     ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(transferBuffer.get())->d3dResource();
901     fCurrentDirectCommandList->copyBufferToTexture(d3dBuffer,
902                                                    d3dTex,
903                                                    1,
904                                                    &placedFootprint,
905                                                    rect.left(),
906                                                    rect.top());
907     this->currentCommandList()->addGrBuffer(std::move(transferBuffer));
908 
909     d3dTex->markMipmapsDirty();
910     return true;
911 }
912 
onTransferPixelsFrom(GrSurface * surface,SkIRect rect,GrColorType surfaceColorType,GrColorType bufferColorType,sk_sp<GrGpuBuffer> transferBuffer,size_t offset)913 bool GrD3DGpu::onTransferPixelsFrom(GrSurface* surface,
914                                     SkIRect rect,
915                                     GrColorType surfaceColorType,
916                                     GrColorType bufferColorType,
917                                     sk_sp<GrGpuBuffer> transferBuffer,
918                                     size_t offset) {
919     if (!this->currentCommandList()) {
920         return false;
921     }
922     SkASSERT(surface);
923     SkASSERT(transferBuffer);
924     // TODO
925     //if (fProtectedContext == GrProtected::kYes) {
926     //    return false;
927     //}
928 
929     // D3D requires offsets for texture transfers to be aligned to this value
930     if (SkToBool(offset & (D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT-1))) {
931         return false;
932     }
933 
934     GrD3DTextureResource* texResource = nullptr;
935     GrD3DRenderTarget* rt = static_cast<GrD3DRenderTarget*>(surface->asRenderTarget());
936     if (rt) {
937         texResource = rt;
938     } else {
939         texResource = static_cast<GrD3DTexture*>(surface->asTexture());
940     }
941 
942     if (!texResource) {
943         return false;
944     }
945 
946     SkDEBUGCODE(DXGI_FORMAT format = texResource->dxgiFormat());
947     SkASSERT(GrDxgiFormatBytesPerBlock(format) == GrColorTypeBytesPerPixel(bufferColorType));
948 
949     D3D12_RESOURCE_DESC desc = texResource->d3dResource()->GetDesc();
950     desc.Width = rect.width();
951     desc.Height = rect.height();
952     D3D12_PLACED_SUBRESOURCE_FOOTPRINT placedFootprint;
953     UINT64 transferTotalBytes;
954     fDevice->GetCopyableFootprints(&desc, 0, 1, offset, &placedFootprint,
955                                    nullptr, nullptr, &transferTotalBytes);
956     SkASSERT(transferTotalBytes);
957 
958     this->readOrTransferPixels(texResource, rect, transferBuffer, placedFootprint);
959 
960     // TODO: It's not clear how to ensure the transfer is done before we read from the buffer,
961     // other than maybe doing a resource state transition.
962 
963     return true;
964 }
965 
check_resource_info(const GrD3DTextureResourceInfo & info)966 static bool check_resource_info(const GrD3DTextureResourceInfo& info) {
967     if (!info.fResource.get()) {
968         return false;
969     }
970     return true;
971 }
972 
check_tex_resource_info(const GrD3DCaps & caps,const GrD3DTextureResourceInfo & info)973 static bool check_tex_resource_info(const GrD3DCaps& caps, const GrD3DTextureResourceInfo& info) {
974     if (!caps.isFormatTexturable(info.fFormat)) {
975         return false;
976     }
977     // We don't support sampling from multisampled textures.
978     if (info.fSampleCount != 1) {
979         return false;
980     }
981     return true;
982 }
983 
check_rt_resource_info(const GrD3DCaps & caps,const GrD3DTextureResourceInfo & info,int sampleCnt)984 static bool check_rt_resource_info(const GrD3DCaps& caps, const GrD3DTextureResourceInfo& info,
985                                 int sampleCnt) {
986     if (!caps.isFormatRenderable(info.fFormat, sampleCnt)) {
987         return false;
988     }
989     return true;
990 }
991 
onWrapBackendTexture(const GrBackendTexture & tex,GrWrapOwnership,GrWrapCacheable wrapType,GrIOType ioType)992 sk_sp<GrTexture> GrD3DGpu::onWrapBackendTexture(const GrBackendTexture& tex,
993                                                 GrWrapOwnership,
994                                                 GrWrapCacheable wrapType,
995                                                 GrIOType ioType) {
996     GrD3DTextureResourceInfo textureInfo;
997     if (!tex.getD3DTextureResourceInfo(&textureInfo)) {
998         return nullptr;
999     }
1000 
1001     if (!check_resource_info(textureInfo)) {
1002         return nullptr;
1003     }
1004 
1005     if (!check_tex_resource_info(this->d3dCaps(), textureInfo)) {
1006         return nullptr;
1007     }
1008 
1009     // TODO: support protected context
1010     if (tex.isProtected()) {
1011         return nullptr;
1012     }
1013 
1014     sk_sp<GrD3DResourceState> state = tex.getGrD3DResourceState();
1015     SkASSERT(state);
1016     return GrD3DTexture::MakeWrappedTexture(this, tex.dimensions(), wrapType, ioType, textureInfo,
1017                                             std::move(state));
1018 }
1019 
onWrapCompressedBackendTexture(const GrBackendTexture & tex,GrWrapOwnership ownership,GrWrapCacheable wrapType)1020 sk_sp<GrTexture> GrD3DGpu::onWrapCompressedBackendTexture(const GrBackendTexture& tex,
1021                                                           GrWrapOwnership ownership,
1022                                                           GrWrapCacheable wrapType) {
1023     return this->onWrapBackendTexture(tex, ownership, wrapType, kRead_GrIOType);
1024 }
1025 
onWrapRenderableBackendTexture(const GrBackendTexture & tex,int sampleCnt,GrWrapOwnership ownership,GrWrapCacheable cacheable)1026 sk_sp<GrTexture> GrD3DGpu::onWrapRenderableBackendTexture(const GrBackendTexture& tex,
1027                                                           int sampleCnt,
1028                                                           GrWrapOwnership ownership,
1029                                                           GrWrapCacheable cacheable) {
1030     GrD3DTextureResourceInfo textureInfo;
1031     if (!tex.getD3DTextureResourceInfo(&textureInfo)) {
1032         return nullptr;
1033     }
1034 
1035     if (!check_resource_info(textureInfo)) {
1036         return nullptr;
1037     }
1038 
1039     if (!check_tex_resource_info(this->d3dCaps(), textureInfo)) {
1040         return nullptr;
1041     }
1042     if (!check_rt_resource_info(this->d3dCaps(), textureInfo, sampleCnt)) {
1043         return nullptr;
1044     }
1045 
1046     // TODO: support protected context
1047     if (tex.isProtected()) {
1048         return nullptr;
1049     }
1050 
1051     sampleCnt = this->d3dCaps().getRenderTargetSampleCount(sampleCnt, textureInfo.fFormat);
1052 
1053     sk_sp<GrD3DResourceState> state = tex.getGrD3DResourceState();
1054     SkASSERT(state);
1055 
1056     return GrD3DTextureRenderTarget::MakeWrappedTextureRenderTarget(this, tex.dimensions(),
1057                                                                     sampleCnt, cacheable,
1058                                                                     textureInfo, std::move(state));
1059 }
1060 
onWrapBackendRenderTarget(const GrBackendRenderTarget & rt)1061 sk_sp<GrRenderTarget> GrD3DGpu::onWrapBackendRenderTarget(const GrBackendRenderTarget& rt) {
1062     GrD3DTextureResourceInfo info;
1063     if (!rt.getD3DTextureResourceInfo(&info)) {
1064         return nullptr;
1065     }
1066 
1067     if (!check_resource_info(info)) {
1068         return nullptr;
1069     }
1070 
1071     if (!check_rt_resource_info(this->d3dCaps(), info, rt.sampleCnt())) {
1072         return nullptr;
1073     }
1074 
1075     // TODO: support protected context
1076     if (rt.isProtected()) {
1077         return nullptr;
1078     }
1079 
1080     sk_sp<GrD3DResourceState> state = rt.getGrD3DResourceState();
1081 
1082     sk_sp<GrD3DRenderTarget> tgt = GrD3DRenderTarget::MakeWrappedRenderTarget(
1083             this, rt.dimensions(), rt.sampleCnt(), info, std::move(state));
1084 
1085     // We don't allow the client to supply a premade stencil buffer. We always create one if needed.
1086     SkASSERT(!rt.stencilBits());
1087     if (tgt) {
1088         SkASSERT(tgt->canAttemptStencilAttachment(tgt->numSamples() > 1));
1089     }
1090 
1091     return std::move(tgt);
1092 }
1093 
is_odd(int x)1094 static bool is_odd(int x) {
1095     return x > 1 && SkToBool(x & 0x1);
1096 }
1097 
1098 // TODO: enable when sRGB shader supported
1099 //static bool is_srgb(DXGI_FORMAT format) {
1100 //    // the only one we support at the moment
1101 //    return (format == DXGI_FORMAT_R8G8B8A8_UNORM_SRGB);
1102 //}
1103 
is_bgra(DXGI_FORMAT format)1104 static bool is_bgra(DXGI_FORMAT format) {
1105     // the only one we support at the moment
1106     return (format == DXGI_FORMAT_B8G8R8A8_UNORM);
1107 }
1108 
onRegenerateMipMapLevels(GrTexture * tex)1109 bool GrD3DGpu::onRegenerateMipMapLevels(GrTexture * tex) {
1110     auto * d3dTex = static_cast<GrD3DTexture*>(tex);
1111     SkASSERT(tex->textureType() == GrTextureType::k2D);
1112     int width = tex->width();
1113     int height = tex->height();
1114 
1115     // determine if we can read from and mipmap this format
1116     const GrD3DCaps & caps = this->d3dCaps();
1117     if (!caps.isFormatTexturable(d3dTex->dxgiFormat()) ||
1118         !caps.mipmapSupport()) {
1119         return false;
1120     }
1121 
1122     sk_sp<GrD3DTexture> uavTexture;
1123     sk_sp<GrD3DTexture> bgraAliasTexture;
1124     DXGI_FORMAT originalFormat = d3dTex->dxgiFormat();
1125     D3D12_RESOURCE_DESC originalDesc = d3dTex->d3dResource()->GetDesc();
1126     // if the format is unordered accessible and resource flag is set, use resource for uav
1127     if (caps.isFormatUnorderedAccessible(originalFormat) &&
1128         (originalDesc.Flags & D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS)) {
1129         uavTexture = sk_ref_sp(d3dTex);
1130     } else {
1131         // need to make a copy and use that for our uav
1132         D3D12_RESOURCE_DESC uavDesc = originalDesc;
1133         uavDesc.Flags |= D3D12_RESOURCE_FLAG_ALLOW_UNORDERED_ACCESS;
1134         // if the format is unordered accessible, copy to resource with same format and flag set
1135         if (!caps.isFormatUnorderedAccessible(originalFormat)) {
1136             // for the BGRA and sRGB cases, we find a suitable RGBA format to use instead
1137             if (is_bgra(originalFormat)) {
1138                 uavDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
1139                 // Technically if this support is not available we should not be doing
1140                 // aliasing. However, on Intel the BGRA and RGBA swizzle appears to be
1141                 // the same so it still works. We may need to disable BGRA support
1142                 // on a case-by-base basis if this doesn't hold true in general.
1143                 if (caps.standardSwizzleLayoutSupport()) {
1144                     uavDesc.Layout = D3D12_TEXTURE_LAYOUT_64KB_STANDARD_SWIZZLE;
1145                 }
1146             // TODO: enable when sRGB shader supported
1147             //} else if (is_srgb(originalFormat)) {
1148             //    uavDesc.Format = DXGI_FORMAT_R8G8B8A8_UNORM;
1149             } else {
1150                 return false;
1151             }
1152         }
1153         // TODO: make this a scratch texture
1154         GrProtected grProtected = tex->isProtected() ? GrProtected::kYes : GrProtected::kNo;
1155         uavTexture = GrD3DTexture::MakeNewTexture(this,
1156                                                   skgpu::Budgeted::kNo,
1157                                                   tex->dimensions(),
1158                                                   uavDesc,
1159                                                   grProtected,
1160                                                   GrMipmapStatus::kDirty,
1161                                                   /*label=*/"RegenerateMipMapLevels");
1162         if (!uavTexture) {
1163             return false;
1164         }
1165 
1166         d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE);
1167         if (!caps.isFormatUnorderedAccessible(originalFormat) && is_bgra(originalFormat)) {
1168             // for BGRA, we alias this uavTexture with a BGRA texture and copy to that
1169             bgraAliasTexture = GrD3DTexture::MakeAliasingTexture(this, uavTexture, originalDesc,
1170                                                                  D3D12_RESOURCE_STATE_COPY_DEST);
1171             // make the BGRA version the active alias
1172             this->currentCommandList()->aliasingBarrier(nullptr,
1173                                                         nullptr,
1174                                                         bgraAliasTexture->resource(),
1175                                                         bgraAliasTexture->d3dResource());
1176             // copy top miplevel to bgraAliasTexture (should already be in COPY_DEST state)
1177             this->currentCommandList()->copyTextureToTexture(bgraAliasTexture.get(), d3dTex, 0);
1178             // make the RGBA version the active alias
1179             this->currentCommandList()->aliasingBarrier(bgraAliasTexture->resource(),
1180                                                         bgraAliasTexture->d3dResource(),
1181                                                         uavTexture->resource(),
1182                                                         uavTexture->d3dResource());
1183         } else {
1184             // copy top miplevel to uavTexture
1185             uavTexture->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
1186             this->currentCommandList()->copyTextureToTexture(uavTexture.get(), d3dTex, 0);
1187         }
1188     }
1189 
1190     uint32_t levelCount = d3dTex->mipLevels();
1191     // SkMipmap doesn't include the base level in the level count so we have to add 1
1192     SkASSERT((int)levelCount == SkMipmap::ComputeLevelCount(tex->width(), tex->height()) + 1);
1193 
1194     sk_sp<GrD3DRootSignature> rootSig = fResourceProvider.findOrCreateRootSignature(1, 1);
1195     this->currentCommandList()->setComputeRootSignature(rootSig);
1196 
1197     // TODO: use linear vs. srgb shader based on texture format
1198     sk_sp<GrD3DPipeline> pipeline = this->resourceProvider().findOrCreateMipmapPipeline();
1199     if (!pipeline) {
1200         return false;
1201     }
1202     this->currentCommandList()->setPipelineState(std::move(pipeline));
1203 
1204     // set sampler
1205     GrSamplerState samplerState(SkFilterMode::kLinear, SkMipmapMode::kNearest);
1206     std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> samplers(1);
1207     samplers[0] = fResourceProvider.findOrCreateCompatibleSampler(samplerState);
1208     this->currentCommandList()->addSampledTextureRef(uavTexture.get());
1209     sk_sp<GrD3DDescriptorTable> samplerTable = fResourceProvider.findOrCreateSamplerTable(samplers);
1210 
1211     // Transition the top subresource to be readable in the compute shader
1212     D3D12_RESOURCE_STATES currentResourceState = uavTexture->currentState();
1213     D3D12_RESOURCE_TRANSITION_BARRIER barrier;
1214     barrier.pResource = uavTexture->d3dResource();
1215     barrier.Subresource = 0;
1216     barrier.StateBefore = currentResourceState;
1217     barrier.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
1218     this->addResourceBarriers(uavTexture->resource(), 1, &barrier);
1219 
1220     // Generate the miplevels
1221     for (unsigned int dstMip = 1; dstMip < levelCount; ++dstMip) {
1222         unsigned int srcMip = dstMip - 1;
1223         width = std::max(1, width / 2);
1224         height = std::max(1, height / 2);
1225 
1226         unsigned int sampleMode = 0;
1227         if (is_odd(width) && is_odd(height)) {
1228             sampleMode = 1;
1229         } else if (is_odd(width)) {
1230             sampleMode = 2;
1231         } else if (is_odd(height)) {
1232             sampleMode = 3;
1233         }
1234 
1235         // set constants
1236         struct {
1237             SkSize inverseSize;
1238             uint32_t mipLevel;
1239             uint32_t sampleMode;
1240         } constantData = { {1.f / width, 1.f / height}, srcMip, sampleMode };
1241 
1242         D3D12_GPU_VIRTUAL_ADDRESS constantsAddress =
1243             fResourceProvider.uploadConstantData(&constantData, sizeof(constantData));
1244         this->currentCommandList()->setComputeRootConstantBufferView(
1245                 (unsigned int)GrD3DRootSignature::ParamIndex::kConstantBufferView,
1246                 constantsAddress);
1247 
1248         std::vector<D3D12_CPU_DESCRIPTOR_HANDLE> shaderViews;
1249         // create SRV
1250         GrD3DDescriptorHeap::CPUHandle srvHandle =
1251                 fResourceProvider.createShaderResourceView(uavTexture->d3dResource(), srcMip, 1);
1252         shaderViews.push_back(srvHandle.fHandle);
1253         fMipmapCPUDescriptors.push_back(srvHandle);
1254         // create UAV
1255         GrD3DDescriptorHeap::CPUHandle uavHandle =
1256                 fResourceProvider.createUnorderedAccessView(uavTexture->d3dResource(), dstMip);
1257         shaderViews.push_back(uavHandle.fHandle);
1258         fMipmapCPUDescriptors.push_back(uavHandle);
1259 
1260         // set up shaderView descriptor table
1261         sk_sp<GrD3DDescriptorTable> srvTable =
1262                 fResourceProvider.findOrCreateShaderViewTable(shaderViews);
1263 
1264         // bind both descriptor tables
1265         this->currentCommandList()->setDescriptorHeaps(srvTable->heap(), samplerTable->heap());
1266         this->currentCommandList()->setComputeRootDescriptorTable(
1267                 (unsigned int)GrD3DRootSignature::ParamIndex::kShaderViewDescriptorTable,
1268                 srvTable->baseGpuDescriptor());
1269         this->currentCommandList()->setComputeRootDescriptorTable(
1270                 static_cast<unsigned int>(GrD3DRootSignature::ParamIndex::kSamplerDescriptorTable),
1271                 samplerTable->baseGpuDescriptor());
1272 
1273         // Transition resource state of dstMip subresource so we can write to it
1274         barrier.Subresource = dstMip;
1275         barrier.StateBefore = currentResourceState;
1276         barrier.StateAfter = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
1277         this->addResourceBarriers(uavTexture->resource(), 1, &barrier);
1278 
1279         // Using the form (x+7)/8 ensures that the remainder is covered as well
1280         this->currentCommandList()->dispatch((width+7)/8, (height+7)/8);
1281 
1282         // guarantee UAV writes have completed
1283         this->currentCommandList()->uavBarrier(uavTexture->resource(), uavTexture->d3dResource());
1284 
1285         // Transition resource state of dstMip subresource so we can read it in the next stage
1286         barrier.StateBefore = D3D12_RESOURCE_STATE_UNORDERED_ACCESS;
1287         barrier.StateAfter = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
1288         this->addResourceBarriers(uavTexture->resource(), 1, &barrier);
1289     }
1290 
1291     // copy back if necessary
1292     if (uavTexture.get() != d3dTex) {
1293         d3dTex->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
1294         if (bgraAliasTexture) {
1295             // make the BGRA version the active alias
1296             this->currentCommandList()->aliasingBarrier(uavTexture->resource(),
1297                                                         uavTexture->d3dResource(),
1298                                                         bgraAliasTexture->resource(),
1299                                                         bgraAliasTexture->d3dResource());
1300             // copy from bgraAliasTexture to d3dTex
1301             bgraAliasTexture->setResourceState(this, D3D12_RESOURCE_STATE_COPY_SOURCE);
1302             this->currentCommandList()->copyTextureToTexture(d3dTex, bgraAliasTexture.get());
1303         } else {
1304             barrier.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
1305             barrier.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
1306             barrier.StateAfter = D3D12_RESOURCE_STATE_COPY_SOURCE;
1307             this->addResourceBarriers(uavTexture->resource(), 1, &barrier);
1308             this->currentCommandList()->copyTextureToTexture(d3dTex, uavTexture.get());
1309         }
1310     } else {
1311         // For simplicity our resource state tracking considers all subresources to have the same
1312         // state. However, we've changed that state one subresource at a time without going through
1313         // the tracking system, so we need to patch up the resource states back to the original.
1314         barrier.Subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES;
1315         barrier.StateBefore = D3D12_RESOURCE_STATE_NON_PIXEL_SHADER_RESOURCE;
1316         barrier.StateAfter = currentResourceState;
1317         this->addResourceBarriers(d3dTex->resource(), 1, &barrier);
1318     }
1319 
1320     return true;
1321 }
1322 
onCreateBuffer(size_t sizeInBytes,GrGpuBufferType type,GrAccessPattern accessPattern)1323 sk_sp<GrGpuBuffer> GrD3DGpu::onCreateBuffer(size_t sizeInBytes,
1324                                             GrGpuBufferType type,
1325                                             GrAccessPattern accessPattern) {
1326     return GrD3DBuffer::Make(this, sizeInBytes, type, accessPattern);
1327 }
1328 
makeStencilAttachment(const GrBackendFormat &,SkISize dimensions,int numStencilSamples)1329 sk_sp<GrAttachment> GrD3DGpu::makeStencilAttachment(const GrBackendFormat& /*colorFormat*/,
1330                                                     SkISize dimensions, int numStencilSamples) {
1331     DXGI_FORMAT sFmt = this->d3dCaps().preferredStencilFormat();
1332 
1333     fStats.incStencilAttachmentCreates();
1334     return GrD3DAttachment::MakeStencil(this, dimensions, numStencilSamples, sFmt);
1335 }
1336 
createTextureResourceForBackendSurface(DXGI_FORMAT dxgiFormat,SkISize dimensions,GrTexturable texturable,GrRenderable renderable,skgpu::Mipmapped mipmapped,int sampleCnt,GrD3DTextureResourceInfo * info,GrProtected isProtected)1337 bool GrD3DGpu::createTextureResourceForBackendSurface(DXGI_FORMAT dxgiFormat,
1338                                                       SkISize dimensions,
1339                                                       GrTexturable texturable,
1340                                                       GrRenderable renderable,
1341                                                       skgpu::Mipmapped mipmapped,
1342                                                       int sampleCnt,
1343                                                       GrD3DTextureResourceInfo* info,
1344                                                       GrProtected isProtected) {
1345     SkASSERT(texturable == GrTexturable::kYes || renderable == GrRenderable::kYes);
1346 
1347     if (this->protectedContext() != (isProtected == GrProtected::kYes)) {
1348         return false;
1349     }
1350 
1351     if (texturable == GrTexturable::kYes && !this->d3dCaps().isFormatTexturable(dxgiFormat)) {
1352         return false;
1353     }
1354 
1355     if (renderable == GrRenderable::kYes && !this->d3dCaps().isFormatRenderable(dxgiFormat, 1)) {
1356         return false;
1357     }
1358 
1359     int numMipLevels = 1;
1360     if (mipmapped == skgpu::Mipmapped::kYes) {
1361         numMipLevels = SkMipmap::ComputeLevelCount(dimensions.width(), dimensions.height()) + 1;
1362     }
1363 
1364     // create the texture
1365     D3D12_RESOURCE_FLAGS usageFlags = D3D12_RESOURCE_FLAG_NONE;
1366     if (renderable == GrRenderable::kYes) {
1367         usageFlags |= D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET;
1368     }
1369 
1370     D3D12_RESOURCE_DESC resourceDesc = {};
1371     resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
1372     resourceDesc.Alignment = 0;  // use default alignment
1373     resourceDesc.Width = dimensions.fWidth;
1374     resourceDesc.Height = dimensions.fHeight;
1375     resourceDesc.DepthOrArraySize = 1;
1376     resourceDesc.MipLevels = numMipLevels;
1377     resourceDesc.Format = dxgiFormat;
1378     resourceDesc.SampleDesc.Count = sampleCnt;
1379     resourceDesc.SampleDesc.Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
1380     resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN;  // use driver-selected swizzle
1381     resourceDesc.Flags = usageFlags;
1382 
1383     D3D12_CLEAR_VALUE* clearValuePtr = nullptr;
1384     D3D12_CLEAR_VALUE clearValue = {};
1385     if (renderable == GrRenderable::kYes) {
1386         clearValue.Format = dxgiFormat;
1387         // Assume transparent black
1388         clearValue.Color[0] = 0;
1389         clearValue.Color[1] = 0;
1390         clearValue.Color[2] = 0;
1391         clearValue.Color[3] = 0;
1392         clearValuePtr = &clearValue;
1393     }
1394 
1395     D3D12_RESOURCE_STATES initialState = (renderable == GrRenderable::kYes)
1396                                                  ? D3D12_RESOURCE_STATE_RENDER_TARGET
1397                                                  : D3D12_RESOURCE_STATE_COPY_DEST;
1398     if (!GrD3DTextureResource::InitTextureResourceInfo(this, resourceDesc, initialState,
1399                                                        isProtected, clearValuePtr, info)) {
1400         SkDebugf("Failed to init texture resource info\n");
1401         return false;
1402     }
1403 
1404     return true;
1405 }
1406 
onCreateBackendTexture(SkISize dimensions,const GrBackendFormat & format,GrRenderable renderable,skgpu::Mipmapped mipmapped,GrProtected isProtected,std::string_view label)1407 GrBackendTexture GrD3DGpu::onCreateBackendTexture(SkISize dimensions,
1408                                                   const GrBackendFormat& format,
1409                                                   GrRenderable renderable,
1410                                                   skgpu::Mipmapped mipmapped,
1411                                                   GrProtected isProtected,
1412                                                   std::string_view label) {
1413     const GrD3DCaps& caps = this->d3dCaps();
1414 
1415     if (this->protectedContext() != (isProtected == GrProtected::kYes)) {
1416         return {};
1417     }
1418 
1419     DXGI_FORMAT dxgiFormat;
1420     if (!format.asDxgiFormat(&dxgiFormat)) {
1421         return {};
1422     }
1423 
1424     // TODO: move the texturability check up to GrGpu::createBackendTexture and just assert here
1425     if (!caps.isFormatTexturable(dxgiFormat)) {
1426         return {};
1427     }
1428 
1429     GrD3DTextureResourceInfo info;
1430     if (!this->createTextureResourceForBackendSurface(dxgiFormat, dimensions, GrTexturable::kYes,
1431                                                       renderable, mipmapped, 1, &info,
1432                                                       isProtected)) {
1433         return {};
1434     }
1435 
1436     return GrBackendTexture(dimensions.width(), dimensions.height(), info);
1437 }
1438 
copy_color_data(const GrD3DCaps & caps,char * mapPtr,DXGI_FORMAT dxgiFormat,SkISize dimensions,D3D12_PLACED_SUBRESOURCE_FOOTPRINT * placedFootprints,std::array<float,4> color)1439 static bool copy_color_data(const GrD3DCaps& caps,
1440                             char* mapPtr,
1441                             DXGI_FORMAT dxgiFormat,
1442                             SkISize dimensions,
1443                             D3D12_PLACED_SUBRESOURCE_FOOTPRINT* placedFootprints,
1444                             std::array<float, 4> color) {
1445     auto colorType = caps.getFormatColorType(dxgiFormat);
1446     if (colorType == GrColorType::kUnknown) {
1447         return false;
1448     }
1449     GrImageInfo ii(colorType, kUnpremul_SkAlphaType, nullptr, dimensions);
1450     if (!GrClearImage(ii, mapPtr, placedFootprints[0].Footprint.RowPitch, color)) {
1451         return false;
1452     }
1453 
1454     return true;
1455 }
1456 
onClearBackendTexture(const GrBackendTexture & backendTexture,sk_sp<skgpu::RefCntedCallback> finishedCallback,std::array<float,4> color)1457 bool GrD3DGpu::onClearBackendTexture(const GrBackendTexture& backendTexture,
1458                                      sk_sp<skgpu::RefCntedCallback> finishedCallback,
1459                                      std::array<float, 4> color) {
1460     GrD3DTextureResourceInfo info;
1461     SkAssertResult(backendTexture.getD3DTextureResourceInfo(&info));
1462     SkASSERT(!GrDxgiFormatIsCompressed(info.fFormat));
1463 
1464     sk_sp<GrD3DResourceState> state = backendTexture.getGrD3DResourceState();
1465     SkASSERT(state);
1466     sk_sp<GrD3DTexture> texture =
1467             GrD3DTexture::MakeWrappedTexture(this, backendTexture.dimensions(),
1468                                              GrWrapCacheable::kNo,
1469                                              kRW_GrIOType, info, std::move(state));
1470     if (!texture) {
1471         return false;
1472     }
1473 
1474     GrD3DDirectCommandList* cmdList = this->currentCommandList();
1475     if (!cmdList) {
1476         return false;
1477     }
1478 
1479     texture->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
1480 
1481     ID3D12Resource* d3dResource = texture->d3dResource();
1482     SkASSERT(d3dResource);
1483     D3D12_RESOURCE_DESC desc = d3dResource->GetDesc();
1484     unsigned int mipLevelCount = 1;
1485     if (backendTexture.fMipmapped == skgpu::Mipmapped::kYes) {
1486         mipLevelCount = SkMipmap::ComputeLevelCount(backendTexture.dimensions()) + 1;
1487     }
1488     SkASSERT(mipLevelCount == info.fLevelCount);
1489     AutoSTMalloc<15, D3D12_PLACED_SUBRESOURCE_FOOTPRINT> placedFootprints(mipLevelCount);
1490     UINT numRows;
1491     UINT64 rowSizeInBytes;
1492     UINT64 combinedBufferSize;
1493     // We reuse the same top-level buffer area for all levels, hence passing 1 for level count.
1494     fDevice->GetCopyableFootprints(&desc,
1495                                    /* first resource  */ 0,
1496                                    /* mip level count */ 1,
1497                                    /* base offset     */ 0,
1498                                    placedFootprints.get(),
1499                                    &numRows,
1500                                    &rowSizeInBytes,
1501                                    &combinedBufferSize);
1502     SkASSERT(combinedBufferSize);
1503 
1504     GrStagingBufferManager::Slice slice = fStagingBufferManager.allocateStagingBufferSlice(
1505             combinedBufferSize, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
1506     if (!slice.fBuffer) {
1507         return false;
1508     }
1509 
1510     char* bufferData = (char*)slice.fOffsetMapPtr;
1511     SkASSERT(bufferData);
1512     if (!copy_color_data(this->d3dCaps(),
1513                          bufferData,
1514                          info.fFormat,
1515                          backendTexture.dimensions(),
1516                          placedFootprints,
1517                          color)) {
1518         return false;
1519     }
1520     // Update the offsets in the footprint to be relative to the slice's offset
1521     placedFootprints[0].Offset += slice.fOffset;
1522     // Since we're sharing data for all the levels, set all the upper level footprints to the base.
1523     UINT w = placedFootprints[0].Footprint.Width;
1524     UINT h = placedFootprints[0].Footprint.Height;
1525     for (unsigned int i = 1; i < mipLevelCount; ++i) {
1526         w = std::max(1U, w/2);
1527         h = std::max(1U, h/2);
1528         placedFootprints[i].Offset = placedFootprints[0].Offset;
1529         placedFootprints[i].Footprint.Format   = placedFootprints[0].Footprint.Format;
1530         placedFootprints[i].Footprint.Width    = w;
1531         placedFootprints[i].Footprint.Height   = h;
1532         placedFootprints[i].Footprint.Depth    = 1;
1533         placedFootprints[i].Footprint.RowPitch = placedFootprints[0].Footprint.RowPitch;
1534     }
1535 
1536     ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(slice.fBuffer)->d3dResource();
1537     cmdList->copyBufferToTexture(d3dBuffer,
1538                                  texture.get(),
1539                                  mipLevelCount,
1540                                  placedFootprints.get(),
1541                                  /*left*/ 0,
1542                                  /*top */ 0);
1543 
1544     if (finishedCallback) {
1545         this->addFinishedCallback(std::move(finishedCallback));
1546     }
1547 
1548     return true;
1549 }
1550 
onCreateCompressedBackendTexture(SkISize dimensions,const GrBackendFormat & format,skgpu::Mipmapped mipmapped,GrProtected isProtected)1551 GrBackendTexture GrD3DGpu::onCreateCompressedBackendTexture(SkISize dimensions,
1552                                                             const GrBackendFormat& format,
1553                                                             skgpu::Mipmapped mipmapped,
1554                                                             GrProtected isProtected) {
1555     return this->onCreateBackendTexture(dimensions,
1556                                         format,
1557                                         GrRenderable::kNo,
1558                                         mipmapped,
1559                                         isProtected,
1560                                         /*label=*/"D3DGpu_CreateCompressedBackendTexture");
1561 }
1562 
onUpdateCompressedBackendTexture(const GrBackendTexture & backendTexture,sk_sp<skgpu::RefCntedCallback> finishedCallback,const void * data,size_t size)1563 bool GrD3DGpu::onUpdateCompressedBackendTexture(const GrBackendTexture& backendTexture,
1564                                                 sk_sp<skgpu::RefCntedCallback> finishedCallback,
1565                                                 const void* data,
1566                                                 size_t size) {
1567     GrD3DTextureResourceInfo info;
1568     SkAssertResult(backendTexture.getD3DTextureResourceInfo(&info));
1569 
1570     sk_sp<GrD3DResourceState> state = backendTexture.getGrD3DResourceState();
1571     SkASSERT(state);
1572     sk_sp<GrD3DTexture> texture = GrD3DTexture::MakeWrappedTexture(this,
1573                                                                    backendTexture.dimensions(),
1574                                                                    GrWrapCacheable::kNo,
1575                                                                    kRW_GrIOType,
1576                                                                    info,
1577                                                                    std::move(state));
1578     if (!texture) {
1579         return false;
1580     }
1581 
1582     GrD3DDirectCommandList* cmdList = this->currentCommandList();
1583     if (!cmdList) {
1584         return false;
1585     }
1586 
1587     texture->setResourceState(this, D3D12_RESOURCE_STATE_COPY_DEST);
1588 
1589     ID3D12Resource* d3dResource = texture->d3dResource();
1590     SkASSERT(d3dResource);
1591     D3D12_RESOURCE_DESC desc = d3dResource->GetDesc();
1592     unsigned int mipLevelCount = 1;
1593     if (backendTexture.hasMipmaps()) {
1594         mipLevelCount = SkMipmap::ComputeLevelCount(backendTexture.dimensions().width(),
1595                                                     backendTexture.dimensions().height()) + 1;
1596     }
1597     SkASSERT(mipLevelCount == info.fLevelCount);
1598     AutoTMalloc<D3D12_PLACED_SUBRESOURCE_FOOTPRINT> placedFootprints(mipLevelCount);
1599     UINT64 combinedBufferSize;
1600     AutoTMalloc<UINT> numRows(mipLevelCount);
1601     AutoTMalloc<UINT64> rowSizeInBytes(mipLevelCount);
1602     fDevice->GetCopyableFootprints(&desc,
1603                                    0,
1604                                    mipLevelCount,
1605                                    0,
1606                                    placedFootprints.get(),
1607                                    numRows.get(),
1608                                    rowSizeInBytes.get(),
1609                                    &combinedBufferSize);
1610     SkASSERT(combinedBufferSize);
1611     SkASSERT(GrDxgiFormatIsCompressed(info.fFormat));
1612 
1613     GrStagingBufferManager::Slice slice = fStagingBufferManager.allocateStagingBufferSlice(
1614             combinedBufferSize, D3D12_TEXTURE_DATA_PLACEMENT_ALIGNMENT);
1615     if (!slice.fBuffer) {
1616         return false;
1617     }
1618 
1619     char* bufferData = (char*)slice.fOffsetMapPtr;
1620     SkASSERT(bufferData);
1621     copy_compressed_data(bufferData,
1622                          info.fFormat,
1623                          placedFootprints.get(),
1624                          numRows.get(),
1625                          rowSizeInBytes.get(),
1626                          data,
1627                          info.fLevelCount);
1628 
1629     // Update the offsets in the footprints to be relative to the slice's offset
1630     for (unsigned int i = 0; i < mipLevelCount; ++i) {
1631         placedFootprints[i].Offset += slice.fOffset;
1632     }
1633 
1634     ID3D12Resource* d3dBuffer = static_cast<GrD3DBuffer*>(slice.fBuffer)->d3dResource();
1635     cmdList->copyBufferToTexture(d3dBuffer,
1636                                  texture.get(),
1637                                  mipLevelCount,
1638                                  placedFootprints.get(),
1639                                  0,
1640                                  0);
1641 
1642     if (finishedCallback) {
1643         this->addFinishedCallback(std::move(finishedCallback));
1644     }
1645 
1646     return true;
1647 }
1648 
deleteBackendTexture(const GrBackendTexture & tex)1649 void GrD3DGpu::deleteBackendTexture(const GrBackendTexture& tex) {
1650     SkASSERT(GrBackendApi::kDirect3D == tex.fBackend);
1651     // Nothing to do here, will get cleaned up when the GrBackendTexture object goes away
1652 }
1653 
compile(const GrProgramDesc &,const GrProgramInfo &)1654 bool GrD3DGpu::compile(const GrProgramDesc&, const GrProgramInfo&) {
1655     return false;
1656 }
1657 
1658 #if defined(GPU_TEST_UTILS)
isTestingOnlyBackendTexture(const GrBackendTexture & tex) const1659 bool GrD3DGpu::isTestingOnlyBackendTexture(const GrBackendTexture& tex) const {
1660     SkASSERT(GrBackendApi::kDirect3D == tex.backend());
1661 
1662     GrD3DTextureResourceInfo info;
1663     if (!tex.getD3DTextureResourceInfo(&info)) {
1664         return false;
1665     }
1666     ID3D12Resource* textureResource = info.fResource.get();
1667     if (!textureResource) {
1668         return false;
1669     }
1670     return !(textureResource->GetDesc().Flags & D3D12_RESOURCE_FLAG_DENY_SHADER_RESOURCE);
1671 }
1672 
createTestingOnlyBackendRenderTarget(SkISize dimensions,GrColorType colorType,int sampleCnt,GrProtected isProtected)1673 GrBackendRenderTarget GrD3DGpu::createTestingOnlyBackendRenderTarget(SkISize dimensions,
1674                                                                      GrColorType colorType,
1675                                                                      int sampleCnt,
1676                                                                      GrProtected isProtected) {
1677     if (dimensions.width()  > this->caps()->maxRenderTargetSize() ||
1678         dimensions.height() > this->caps()->maxRenderTargetSize()) {
1679         return {};
1680     }
1681 
1682     DXGI_FORMAT dxgiFormat = this->d3dCaps().getFormatFromColorType(colorType);
1683 
1684     GrD3DTextureResourceInfo info;
1685     if (!this->createTextureResourceForBackendSurface(dxgiFormat,
1686                                                       dimensions,
1687                                                       GrTexturable::kNo,
1688                                                       GrRenderable::kYes,
1689                                                       skgpu::Mipmapped::kNo,
1690                                                       sampleCnt,
1691                                                       &info,
1692                                                       isProtected)) {
1693         return {};
1694     }
1695 
1696     return GrBackendRenderTarget(dimensions.width(), dimensions.height(), info);
1697 }
1698 
deleteTestingOnlyBackendRenderTarget(const GrBackendRenderTarget & rt)1699 void GrD3DGpu::deleteTestingOnlyBackendRenderTarget(const GrBackendRenderTarget& rt) {
1700     SkASSERT(GrBackendApi::kDirect3D == rt.backend());
1701 
1702     GrD3DTextureResourceInfo info;
1703     if (rt.getD3DTextureResourceInfo(&info)) {
1704         GrSubmitInfo submitInfo;
1705         submitInfo.fSync = GrSyncCpu::kYes;
1706 
1707         this->submitToGpu(submitInfo);
1708         // Nothing else to do here, will get cleaned up when the GrBackendRenderTarget
1709         // is deleted.
1710     }
1711 }
1712 
testingOnly_startCapture()1713 void GrD3DGpu::testingOnly_startCapture() {
1714     if (fGraphicsAnalysis) {
1715         fGraphicsAnalysis->BeginCapture();
1716     }
1717 }
1718 
testingOnly_stopCapture()1719 void GrD3DGpu::testingOnly_stopCapture() {
1720     if (fGraphicsAnalysis) {
1721         fGraphicsAnalysis->EndCapture();
1722     }
1723 }
1724 #endif
1725 
1726 ///////////////////////////////////////////////////////////////////////////////
1727 
addResourceBarriers(sk_sp<GrManagedResource> resource,int numBarriers,D3D12_RESOURCE_TRANSITION_BARRIER * barriers) const1728 void GrD3DGpu::addResourceBarriers(sk_sp<GrManagedResource> resource,
1729                                    int numBarriers,
1730                                    D3D12_RESOURCE_TRANSITION_BARRIER* barriers) const {
1731     SkASSERT(fCurrentDirectCommandList);
1732     SkASSERT(resource);
1733 
1734     fCurrentDirectCommandList->resourceBarrier(std::move(resource), numBarriers, barriers);
1735 }
1736 
addBufferResourceBarriers(GrD3DBuffer * buffer,int numBarriers,D3D12_RESOURCE_TRANSITION_BARRIER * barriers) const1737 void GrD3DGpu::addBufferResourceBarriers(GrD3DBuffer* buffer,
1738                                          int numBarriers,
1739                                          D3D12_RESOURCE_TRANSITION_BARRIER* barriers) const {
1740     SkASSERT(fCurrentDirectCommandList);
1741     SkASSERT(buffer);
1742 
1743     fCurrentDirectCommandList->resourceBarrier(nullptr, numBarriers, barriers);
1744     fCurrentDirectCommandList->addGrBuffer(sk_ref_sp<const GrBuffer>(buffer));
1745 }
1746 
prepareSurfacesForBackendAccessAndStateUpdates(SkSpan<GrSurfaceProxy * > proxies,SkSurfaces::BackendSurfaceAccess access,const skgpu::MutableTextureState * newState)1747 void GrD3DGpu::prepareSurfacesForBackendAccessAndStateUpdates(
1748         SkSpan<GrSurfaceProxy*> proxies,
1749         SkSurfaces::BackendSurfaceAccess access,
1750         const skgpu::MutableTextureState* newState) {
1751     // prepare proxies by transitioning to PRESENT renderState
1752     if (!proxies.empty() && access == SkSurfaces::BackendSurfaceAccess::kPresent) {
1753         GrD3DTextureResource* resource;
1754         for (GrSurfaceProxy* proxy : proxies) {
1755             SkASSERT(proxy->isInstantiated());
1756             if (GrTexture* tex = proxy->peekTexture()) {
1757                 resource = static_cast<GrD3DTexture*>(tex);
1758             } else {
1759                 GrRenderTarget* rt = proxy->peekRenderTarget();
1760                 SkASSERT(rt);
1761                 resource = static_cast<GrD3DRenderTarget*>(rt);
1762             }
1763             resource->prepareForPresent(this);
1764         }
1765     }
1766 }
1767 
takeOwnershipOfBuffer(sk_sp<GrGpuBuffer> buffer)1768 void GrD3DGpu::takeOwnershipOfBuffer(sk_sp<GrGpuBuffer> buffer) {
1769     fCurrentDirectCommandList->addGrBuffer(std::move(buffer));
1770 }
1771 
onSubmitToGpu(const GrSubmitInfo & info)1772 bool GrD3DGpu::onSubmitToGpu(const GrSubmitInfo& info) {
1773     if (info.fSync == GrSyncCpu::kYes) {
1774         return this->submitDirectCommandList(SyncQueue::kForce);
1775     } else {
1776         return this->submitDirectCommandList(SyncQueue::kSkip);
1777     }
1778 }
1779 
makeSemaphore(bool)1780 [[nodiscard]] std::unique_ptr<GrSemaphore> GrD3DGpu::makeSemaphore(bool) {
1781     return GrD3DSemaphore::Make(this);
1782 }
wrapBackendSemaphore(const GrBackendSemaphore & semaphore,GrSemaphoreWrapType,GrWrapOwnership)1783 std::unique_ptr<GrSemaphore> GrD3DGpu::wrapBackendSemaphore(const GrBackendSemaphore& semaphore,
1784                                                             GrSemaphoreWrapType /* wrapType */,
1785                                                             GrWrapOwnership /* ownership */) {
1786     SkASSERT(this->caps()->backendSemaphoreSupport());
1787     GrD3DFenceInfo fenceInfo;
1788     if (!semaphore.getD3DFenceInfo(&fenceInfo)) {
1789         return nullptr;
1790     }
1791     return GrD3DSemaphore::MakeWrapped(fenceInfo);
1792 }
1793 
insertSemaphore(GrSemaphore * semaphore)1794 void GrD3DGpu::insertSemaphore(GrSemaphore* semaphore) {
1795     SkASSERT(semaphore);
1796     GrD3DSemaphore* d3dSem = static_cast<GrD3DSemaphore*>(semaphore);
1797     // TODO: Do we need to track the lifetime of this? How do we know it's done?
1798     fQueue->Signal(d3dSem->fence(), d3dSem->value());
1799 }
1800 
waitSemaphore(GrSemaphore * semaphore)1801 void GrD3DGpu::waitSemaphore(GrSemaphore* semaphore) {
1802     SkASSERT(semaphore);
1803     GrD3DSemaphore* d3dSem = static_cast<GrD3DSemaphore*>(semaphore);
1804     // TODO: Do we need to track the lifetime of this?
1805     fQueue->Wait(d3dSem->fence(), d3dSem->value());
1806 }
1807 
finishOutstandingGpuWork()1808 void GrD3DGpu::finishOutstandingGpuWork() {
1809     this->waitForQueueCompletion();
1810 }
1811