xref: /aosp_15_r20/external/skia/src/gpu/ganesh/d3d/GrD3DRenderTarget.h (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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 GrD3DRenderTarget_DEFINED
10 #define GrD3DRenderTarget_DEFINED
11 
12 #include "src/gpu/ganesh/GrRenderTarget.h"
13 #include "src/gpu/ganesh/d3d/GrD3DTextureResource.h"
14 
15 #include "include/gpu/ganesh/d3d/GrD3DTypes.h"
16 #include "src/gpu/ganesh/GrGpu.h"
17 #include "src/gpu/ganesh/d3d/GrD3DDescriptorHeap.h"
18 #include "src/gpu/ganesh/d3d/GrD3DResourceProvider.h"
19 
20 class GrD3DGpu;
21 class GrD3DRenderTarget;
22 
23 struct GrD3DTextureResourceInfo;
24 
25 class GrD3DRenderTarget: public GrRenderTarget, public virtual GrD3DTextureResource {
26 public:
27     static sk_sp<GrD3DRenderTarget> MakeWrappedRenderTarget(GrD3DGpu*, SkISize, int sampleCnt,
28                                                             const GrD3DTextureResourceInfo&,
29                                                             sk_sp<GrD3DResourceState>);
30     ~GrD3DRenderTarget() override;
31 
backendFormat()32     GrBackendFormat backendFormat() const override { return this->getBackendFormat(); }
33 
34     /**
35      * If this render target is multisampled, this returns the MSAA texture for rendering. This
36      * will be different than *this* when we have separate render/resolve images. If not
37      * multisampled returns nullptr.
38      */
39     const GrD3DTextureResource* msaaTextureResource() const;
40     GrD3DTextureResource* msaaTextureResource();
41 
canAttemptStencilAttachment(bool useMSAASurface)42     bool canAttemptStencilAttachment(bool useMSAASurface) const override {
43         SkASSERT(useMSAASurface == (this->numSamples() > 1));
44         return true;
45     }
46 
47     GrBackendRenderTarget getBackendRenderTarget() const override;
48 
colorRenderTargetView()49     D3D12_CPU_DESCRIPTOR_HANDLE colorRenderTargetView() const {
50         return fColorRenderTargetView.fHandle;
51     }
52 
53     DXGI_FORMAT stencilDxgiFormat() const;
54 
55     // Key used for the program desc
56     void genKey(skgpu::KeyBuilder* b) const;
57 
58 protected:
59     GrD3DRenderTarget(GrD3DGpu* gpu,
60                       SkISize dimensions,
61                       const GrD3DTextureResourceInfo& info,
62                       sk_sp<GrD3DResourceState> state,
63                       const GrD3DTextureResourceInfo& msaaInfo,
64                       sk_sp<GrD3DResourceState> msaaState,
65                       const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
66                       const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
67                       std::string_view label);
68 
69     GrD3DRenderTarget(GrD3DGpu* gpu,
70                       SkISize dimensions,
71                       const GrD3DTextureResourceInfo& info,
72                       sk_sp<GrD3DResourceState> state,
73                       const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
74                       std::string_view label);
75 
76     void onAbandon() override;
77     void onRelease() override;
78 
79     // This accounts for the texture's memory and any MSAA renderbuffer's memory.
onGpuMemorySize()80     size_t onGpuMemorySize() const override {
81         int numColorSamples = this->numSamples();
82         if (numColorSamples > 1) {
83             // Add one to account for the resolved VkImage.
84             numColorSamples += 1;
85         }
86         return GrSurface::ComputeSize(
87                 this->backendFormat(), this->dimensions(), numColorSamples, skgpu::Mipmapped::kNo);
88     }
89 
90     void onSetLabel() override;
91 
92 private:
93     // Extra param to disambiguate from constructor used by subclasses.
94     enum Wrapped { kWrapped };
95     GrD3DRenderTarget(GrD3DGpu* gpu,
96                       SkISize dimensions,
97                       const GrD3DTextureResourceInfo& info,
98                       sk_sp<GrD3DResourceState> state,
99                       const GrD3DTextureResourceInfo& msaaInfo,
100                       sk_sp<GrD3DResourceState> msaaState,
101                       const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
102                       const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
103                       Wrapped,
104                       std::string_view label);
105 
106     GrD3DRenderTarget(GrD3DGpu* gpu,
107                       SkISize dimensions,
108                       const GrD3DTextureResourceInfo& info,
109                       sk_sp<GrD3DResourceState> state,
110                       const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
111                       Wrapped,
112                       std::string_view label);
113 
114     GrD3DGpu* getD3DGpu() const;
115 
completeStencilAttachment(GrAttachment * stencil,bool useMSAASurface)116     bool completeStencilAttachment(GrAttachment* stencil, bool useMSAASurface) override {
117         SkASSERT(useMSAASurface == (this->numSamples() > 1));
118         return true;
119     }
120 
121     // In Direct3D we call the release proc after we are finished with the underlying
122     // GrD3DTextureResource::Resource object (which occurs after the GPU finishes all work on it).
onSetRelease(sk_sp<RefCntedReleaseProc> releaseHelper)123     void onSetRelease(sk_sp<RefCntedReleaseProc> releaseHelper) override {
124         // Forward the release proc on to GrD3DTextureResource
125         this->setResourceRelease(std::move(releaseHelper));
126     }
127 
128     void releaseInternalObjects();
129 
130     std::unique_ptr<GrD3DTextureResource> fMSAATextureResource;
131 
132     GrD3DDescriptorHeap::CPUHandle fColorRenderTargetView;
133     GrD3DDescriptorHeap::CPUHandle fResolveRenderTargetView;
134 };
135 
136 #endif
137