/* * Copyright 2021 Google LLC * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef skgpu_graphite_BackendTexture_DEFINED #define skgpu_graphite_BackendTexture_DEFINED #include "include/core/SkRefCnt.h" #include "include/core/SkSize.h" #include "include/gpu/graphite/GraphiteTypes.h" #include "include/gpu/graphite/TextureInfo.h" #ifdef SK_DAWN #include "include/gpu/graphite/dawn/DawnTypes.h" #endif #ifdef SK_METAL #include "include/gpu/graphite/mtl/MtlTypes.h" #endif #ifdef SK_VULKAN #include "include/private/gpu/vk/SkiaVulkan.h" #endif namespace skgpu { class MutableTextureState; class MutableTextureStateRef; } namespace skgpu::graphite { class BackendTexture { public: BackendTexture(); #ifdef SK_DAWN // Create a BackendTexture from a wgpu::Texture. Texture info will be // queried from the texture. Comparing to wgpu::TextureView, // SkImage::readPixels(), SkSurface::readPixels() and // SkSurface::writePixels() are implemented by direct buffer copy. They // should be more efficient. For wgpu::TextureView, those methods will use // create an intermediate wgpu::Texture, and use it to transfer pixels. // Note: for better performance, using wgpu::Texture IS RECOMMENDED. BackendTexture(wgpu::Texture texture); // Create a BackendTexture from a wgpu::TextureView. Texture dimensions and // info have to be provided. // Note: this method is for importing wgpu::TextureView from wgpu::SwapChain // only. BackendTexture(SkISize dimensions, const DawnTextureInfo& info, wgpu::TextureView textureView); #endif #ifdef SK_METAL // The BackendTexture will not call retain or release on the passed in MtlHandle. Thus the // client must keep the MtlHandle valid until they are no longer using the BackendTexture. BackendTexture(SkISize dimensions, MtlHandle mtlTexture); #endif #ifdef SK_VULKAN BackendTexture(SkISize dimensions, const VulkanTextureInfo&, VkImageLayout, uint32_t queueFamilyIndex, VkImage); #endif BackendTexture(const BackendTexture&); ~BackendTexture(); BackendTexture& operator=(const BackendTexture&); bool operator==(const BackendTexture&) const; bool operator!=(const BackendTexture& that) const { return !(*this == that); } bool isValid() const { return fInfo.isValid(); } BackendApi backend() const { return fInfo.backend(); } SkISize dimensions() const { return fDimensions; } const TextureInfo& info() const { return fInfo; } // If the client changes any of the mutable backend of the GrBackendTexture they should call // this function to inform Skia that those values have changed. The backend API specific state // that can be set from this function are: // // Vulkan: VkImageLayout and QueueFamilyIndex void setMutableState(const skgpu::MutableTextureState&); #ifdef SK_DAWN wgpu::Texture getDawnTexture() const; wgpu::TextureView getDawnTextureView() const; #endif #ifdef SK_METAL MtlHandle getMtlTexture() const; #endif #ifdef SK_VULKAN VkImage getVkImage() const; VkImageLayout getVkImageLayout() const; uint32_t getVkQueueFamilyIndex() const; #endif private: sk_sp mutableState() const; SkISize fDimensions; TextureInfo fInfo; sk_sp fMutableState; #ifdef SK_DAWN struct Dawn { Dawn(wgpu::Texture texture) : fTexture(std::move(texture)) {} Dawn(wgpu::TextureView textureView) : fTextureView(std::move(textureView)) {} bool operator==(const Dawn& that) const { return fTexture.Get() == that.fTexture.Get() && fTextureView.Get() == that.fTextureView.Get(); } bool operator!=(const Dawn& that) const { return !this->operator==(that); } Dawn& operator=(const Dawn& that) { fTexture = that.fTexture; fTextureView = that.fTextureView; return *this; } wgpu::Texture fTexture; wgpu::TextureView fTextureView; }; #endif union { #ifdef SK_DAWN Dawn fDawn; #endif #ifdef SK_METAL MtlHandle fMtlTexture; #endif #ifdef SK_VULKAN VkImage fVkImage; #endif }; }; } // namespace skgpu::graphite #endif // skgpu_graphite_BackendTexture_DEFINED