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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 
9 #ifndef GrD3DTextureRenderTarget_DEFINED
10 #define GrD3DTextureRenderTarget_DEFINED
11 
12 #include "include/gpu/d3d/GrD3DTypes.h"
13 #include "src/gpu/d3d/GrD3DRenderTarget.h"
14 #include "src/gpu/d3d/GrD3DTexture.h"
15 
16 class GrD3DGpu;
17 
18 #ifdef SK_BUILD_FOR_WIN
19 // Windows gives bogus warnings about inheriting asTexture/asRenderTarget via dominance.
20 #pragma warning(push)
21 #pragma warning(disable: 4250)
22 #endif
23 
24 struct GrD3DTextureResourceInfo;
25 
26 class GrD3DTextureRenderTarget: public GrD3DTexture, public GrD3DRenderTarget {
27 public:
28     static sk_sp<GrD3DTextureRenderTarget> MakeNewTextureRenderTarget(GrD3DGpu*, SkBudgeted,
29                                                                       SkISize dimensions,
30                                                                       int sampleCnt,
31                                                                       const D3D12_RESOURCE_DESC&,
32                                                                       GrProtected isProtected,
33                                                                       GrMipmapStatus);
34 
35     static sk_sp<GrD3DTextureRenderTarget> MakeWrappedTextureRenderTarget(
36             GrD3DGpu*, SkISize dimensions, int sampleCnt, GrWrapCacheable,
37             const GrD3DTextureResourceInfo&, sk_sp<GrD3DResourceState>);
38 
backendFormat()39     GrBackendFormat backendFormat() const override { return this->getBackendFormat(); }
40 
41 protected:
onAbandon()42     void onAbandon() override {
43         // In order to correctly handle calling texture idle procs, GrD3DTexture must go first.
44         GrD3DTexture::onAbandon();
45         GrD3DRenderTarget::onAbandon();
46     }
47 
onRelease()48     void onRelease() override {
49         // In order to correctly handle calling texture idle procs, GrD3DTexture must go first.
50         GrD3DTexture::onRelease();
51         GrD3DRenderTarget::onRelease();
52     }
53 
54 private:
55     // MSAA, not-wrapped
56     GrD3DTextureRenderTarget(GrD3DGpu* gpu,
57                              SkBudgeted budgeted,
58                              SkISize dimensions,
59                              const GrD3DTextureResourceInfo& info,
60                              sk_sp<GrD3DResourceState> state,
61                              const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
62                              const GrD3DTextureResourceInfo& msaaInfo,
63                              sk_sp<GrD3DResourceState> msaaState,
64                              const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
65                              const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
66                              GrMipmapStatus);
67 
68     // non-MSAA, not-wrapped
69     GrD3DTextureRenderTarget(GrD3DGpu* gpu,
70                              SkBudgeted budgeted,
71                              SkISize dimensions,
72                              const GrD3DTextureResourceInfo& info,
73                              sk_sp<GrD3DResourceState> state,
74                              const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
75                              const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
76                              GrMipmapStatus);
77 
78     // MSAA, wrapped
79     GrD3DTextureRenderTarget(GrD3DGpu* gpu,
80                              SkISize dimensions,
81                              const GrD3DTextureResourceInfo& info,
82                              sk_sp<GrD3DResourceState> state,
83                              const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
84                              const GrD3DTextureResourceInfo& msaaInfo,
85                              sk_sp<GrD3DResourceState> msaaState,
86                              const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
87                              const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
88                              GrMipmapStatus,
89                              GrWrapCacheable);
90 
91     // non-MSAA, wrapped
92     GrD3DTextureRenderTarget(GrD3DGpu* gpu,
93                              SkISize dimensions,
94                              const GrD3DTextureResourceInfo& info,
95                              sk_sp<GrD3DResourceState> state,
96                              const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
97                              const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
98                              GrMipmapStatus,
99                              GrWrapCacheable);
100 
101     // GrGLRenderTarget accounts for the texture's memory and any MSAA renderbuffer's memory.
102     size_t onGpuMemorySize() const override;
103 
104     // In Vulkan we call the release proc after we are finished with the underlying
105     // GrD3DImage::Resource object (which occurs after the GPU has finished all work on it).
onSetRelease(sk_sp<GrRefCntedCallback> releaseHelper)106     void onSetRelease(sk_sp<GrRefCntedCallback> releaseHelper) override {
107         // Forward the release proc on to GrD3DImage
108         this->setResourceRelease(std::move(releaseHelper));
109     }
110 };
111 
112 #ifdef SK_BUILD_FOR_WIN
113 #pragma warning(pop)
114 #endif
115 
116 #endif
117