xref: /aosp_15_r20/external/skia/src/gpu/ganesh/d3d/GrD3DTextureRenderTarget.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 GrD3DTextureRenderTarget_DEFINED
10 #define GrD3DTextureRenderTarget_DEFINED
11 
12 #include "include/gpu/ganesh/d3d/GrD3DTypes.h"
13 #include "src/gpu/ganesh/d3d/GrD3DRenderTarget.h"
14 #include "src/gpu/ganesh/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*,
29                                                                       skgpu::Budgeted,
30                                                                       SkISize dimensions,
31                                                                       int sampleCnt,
32                                                                       const D3D12_RESOURCE_DESC&,
33                                                                       GrProtected isProtected,
34                                                                       GrMipmapStatus,
35                                                                       std::string_view label);
36 
37     static sk_sp<GrD3DTextureRenderTarget> MakeWrappedTextureRenderTarget(
38             GrD3DGpu*, SkISize dimensions, int sampleCnt, GrWrapCacheable,
39             const GrD3DTextureResourceInfo&, sk_sp<GrD3DResourceState>);
40 
backendFormat()41     GrBackendFormat backendFormat() const override { return this->getBackendFormat(); }
42 
43 protected:
onAbandon()44     void onAbandon() override {
45         // In order to correctly handle calling texture idle procs, GrD3DTexture must go first.
46         GrD3DTexture::onAbandon();
47         GrD3DRenderTarget::onAbandon();
48     }
49 
onRelease()50     void onRelease() override {
51         // In order to correctly handle calling texture idle procs, GrD3DTexture must go first.
52         GrD3DTexture::onRelease();
53         GrD3DRenderTarget::onRelease();
54     }
55 
56 private:
57     // MSAA, not-wrapped
58     GrD3DTextureRenderTarget(GrD3DGpu* gpu,
59                              skgpu::Budgeted budgeted,
60                              SkISize dimensions,
61                              const GrD3DTextureResourceInfo& info,
62                              sk_sp<GrD3DResourceState> state,
63                              const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
64                              const GrD3DTextureResourceInfo& msaaInfo,
65                              sk_sp<GrD3DResourceState> msaaState,
66                              const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
67                              const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
68                              GrMipmapStatus,
69                              std::string_view label);
70 
71     // non-MSAA, not-wrapped
72     GrD3DTextureRenderTarget(GrD3DGpu* gpu,
73                              skgpu::Budgeted budgeted,
74                              SkISize dimensions,
75                              const GrD3DTextureResourceInfo& info,
76                              sk_sp<GrD3DResourceState> state,
77                              const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
78                              const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
79                              GrMipmapStatus,
80                              std::string_view label);
81 
82     // MSAA, wrapped
83     GrD3DTextureRenderTarget(GrD3DGpu* gpu,
84                              SkISize dimensions,
85                              const GrD3DTextureResourceInfo& info,
86                              sk_sp<GrD3DResourceState> state,
87                              const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
88                              const GrD3DTextureResourceInfo& msaaInfo,
89                              sk_sp<GrD3DResourceState> msaaState,
90                              const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
91                              const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
92                              GrMipmapStatus,
93                              GrWrapCacheable,
94                              std::string_view label);
95 
96     // non-MSAA, wrapped
97     GrD3DTextureRenderTarget(GrD3DGpu* gpu,
98                              SkISize dimensions,
99                              const GrD3DTextureResourceInfo& info,
100                              sk_sp<GrD3DResourceState> state,
101                              const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
102                              const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
103                              GrMipmapStatus,
104                              GrWrapCacheable,
105                              std::string_view label);
106 
107     // GrGLRenderTarget accounts for the texture's memory and any MSAA renderbuffer's memory.
108     size_t onGpuMemorySize() const override;
109 
110     void onSetLabel() override;
111 
112     // In Direct3D we call the release proc after we are finished with the underlying
113     // GrD3DImage::Resource object (which occurs after the GPU has finished all work on it).
onSetRelease(sk_sp<RefCntedReleaseProc> releaseHelper)114     void onSetRelease(sk_sp<RefCntedReleaseProc> releaseHelper) override {
115         // Forward the release proc on to GrD3DImage
116         this->setResourceRelease(std::move(releaseHelper));
117     }
118 };
119 
120 #ifdef SK_BUILD_FOR_WIN
121 #pragma warning(pop)
122 #endif
123 
124 #endif
125