1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2020 Google LLC
3*c8dee2aaSAndroid Build Coastguard Worker *
4*c8dee2aaSAndroid Build Coastguard Worker * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker */
7*c8dee2aaSAndroid Build Coastguard Worker
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DAttachment.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DGpu.h"
11*c8dee2aaSAndroid Build Coastguard Worker
GrD3DAttachment(GrD3DGpu * gpu,SkISize dimensions,UsageFlags supportedUsages,DXGI_FORMAT format,const D3D12_RESOURCE_DESC & desc,const GrD3DTextureResourceInfo & info,sk_sp<GrD3DResourceState> state,const GrD3DDescriptorHeap::CPUHandle & view,std::string_view label)12*c8dee2aaSAndroid Build Coastguard Worker GrD3DAttachment::GrD3DAttachment(GrD3DGpu* gpu,
13*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions,
14*c8dee2aaSAndroid Build Coastguard Worker UsageFlags supportedUsages,
15*c8dee2aaSAndroid Build Coastguard Worker DXGI_FORMAT format,
16*c8dee2aaSAndroid Build Coastguard Worker const D3D12_RESOURCE_DESC& desc,
17*c8dee2aaSAndroid Build Coastguard Worker const GrD3DTextureResourceInfo& info,
18*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DResourceState> state,
19*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle& view,
20*c8dee2aaSAndroid Build Coastguard Worker std::string_view label)
21*c8dee2aaSAndroid Build Coastguard Worker : GrAttachment(gpu,
22*c8dee2aaSAndroid Build Coastguard Worker dimensions,
23*c8dee2aaSAndroid Build Coastguard Worker supportedUsages,
24*c8dee2aaSAndroid Build Coastguard Worker desc.SampleDesc.Count,
25*c8dee2aaSAndroid Build Coastguard Worker skgpu::Mipmapped::kNo,
26*c8dee2aaSAndroid Build Coastguard Worker GrProtected::kNo,
27*c8dee2aaSAndroid Build Coastguard Worker label)
28*c8dee2aaSAndroid Build Coastguard Worker , GrD3DTextureResource(info, state)
29*c8dee2aaSAndroid Build Coastguard Worker , fView(view)
30*c8dee2aaSAndroid Build Coastguard Worker , fFormat(format) {
31*c8dee2aaSAndroid Build Coastguard Worker this->registerWithCache(skgpu::Budgeted::kYes);
32*c8dee2aaSAndroid Build Coastguard Worker }
33*c8dee2aaSAndroid Build Coastguard Worker
MakeStencil(GrD3DGpu * gpu,SkISize dimensions,int sampleCnt,DXGI_FORMAT format)34*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DAttachment> GrD3DAttachment::MakeStencil(GrD3DGpu* gpu,
35*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions,
36*c8dee2aaSAndroid Build Coastguard Worker int sampleCnt,
37*c8dee2aaSAndroid Build Coastguard Worker DXGI_FORMAT format) {
38*c8dee2aaSAndroid Build Coastguard Worker D3D12_RESOURCE_DESC resourceDesc = {};
39*c8dee2aaSAndroid Build Coastguard Worker resourceDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D;
40*c8dee2aaSAndroid Build Coastguard Worker resourceDesc.Alignment = 0; // default alignment
41*c8dee2aaSAndroid Build Coastguard Worker resourceDesc.Width = dimensions.width();
42*c8dee2aaSAndroid Build Coastguard Worker resourceDesc.Height = dimensions.height();
43*c8dee2aaSAndroid Build Coastguard Worker resourceDesc.DepthOrArraySize = 1;
44*c8dee2aaSAndroid Build Coastguard Worker resourceDesc.MipLevels = 1;
45*c8dee2aaSAndroid Build Coastguard Worker resourceDesc.Format = format;
46*c8dee2aaSAndroid Build Coastguard Worker resourceDesc.SampleDesc.Count = sampleCnt;
47*c8dee2aaSAndroid Build Coastguard Worker resourceDesc.SampleDesc.Quality = DXGI_STANDARD_MULTISAMPLE_QUALITY_PATTERN;
48*c8dee2aaSAndroid Build Coastguard Worker resourceDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; // use driver-selected swizzle
49*c8dee2aaSAndroid Build Coastguard Worker resourceDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_DEPTH_STENCIL;
50*c8dee2aaSAndroid Build Coastguard Worker
51*c8dee2aaSAndroid Build Coastguard Worker D3D12_CLEAR_VALUE clearValue = {};
52*c8dee2aaSAndroid Build Coastguard Worker clearValue.Format = format;
53*c8dee2aaSAndroid Build Coastguard Worker clearValue.DepthStencil.Depth = 0;
54*c8dee2aaSAndroid Build Coastguard Worker clearValue.DepthStencil.Stencil = 0;
55*c8dee2aaSAndroid Build Coastguard Worker
56*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureResourceInfo info;
57*c8dee2aaSAndroid Build Coastguard Worker if (!GrD3DTextureResource::InitTextureResourceInfo(gpu, resourceDesc,
58*c8dee2aaSAndroid Build Coastguard Worker D3D12_RESOURCE_STATE_DEPTH_WRITE,
59*c8dee2aaSAndroid Build Coastguard Worker GrProtected::kNo, &clearValue, &info)) {
60*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
61*c8dee2aaSAndroid Build Coastguard Worker }
62*c8dee2aaSAndroid Build Coastguard Worker
63*c8dee2aaSAndroid Build Coastguard Worker GrD3DDescriptorHeap::CPUHandle view =
64*c8dee2aaSAndroid Build Coastguard Worker gpu->resourceProvider().createDepthStencilView(info.fResource.get());
65*c8dee2aaSAndroid Build Coastguard Worker
66*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DResourceState> state(new GrD3DResourceState(info.fResourceState));
67*c8dee2aaSAndroid Build Coastguard Worker return sk_sp<GrD3DAttachment>(new GrD3DAttachment(gpu, dimensions,
68*c8dee2aaSAndroid Build Coastguard Worker UsageFlags::kStencilAttachment,
69*c8dee2aaSAndroid Build Coastguard Worker format, resourceDesc, info,
70*c8dee2aaSAndroid Build Coastguard Worker std::move(state),
71*c8dee2aaSAndroid Build Coastguard Worker view,
72*c8dee2aaSAndroid Build Coastguard Worker /*label=*/"D3DAttachment_MakeStencil"));
73*c8dee2aaSAndroid Build Coastguard Worker }
74*c8dee2aaSAndroid Build Coastguard Worker
onRelease()75*c8dee2aaSAndroid Build Coastguard Worker void GrD3DAttachment::onRelease() {
76*c8dee2aaSAndroid Build Coastguard Worker GrD3DGpu* gpu = this->getD3DGpu();
77*c8dee2aaSAndroid Build Coastguard Worker this->releaseResource(gpu);
78*c8dee2aaSAndroid Build Coastguard Worker
79*c8dee2aaSAndroid Build Coastguard Worker GrAttachment::onRelease();
80*c8dee2aaSAndroid Build Coastguard Worker }
81*c8dee2aaSAndroid Build Coastguard Worker
onAbandon()82*c8dee2aaSAndroid Build Coastguard Worker void GrD3DAttachment::onAbandon() {
83*c8dee2aaSAndroid Build Coastguard Worker GrD3DGpu* gpu = this->getD3DGpu();
84*c8dee2aaSAndroid Build Coastguard Worker this->releaseResource(gpu);
85*c8dee2aaSAndroid Build Coastguard Worker
86*c8dee2aaSAndroid Build Coastguard Worker GrAttachment::onAbandon();
87*c8dee2aaSAndroid Build Coastguard Worker }
88*c8dee2aaSAndroid Build Coastguard Worker
getD3DGpu() const89*c8dee2aaSAndroid Build Coastguard Worker GrD3DGpu* GrD3DAttachment::getD3DGpu() const {
90*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(!this->wasDestroyed());
91*c8dee2aaSAndroid Build Coastguard Worker return static_cast<GrD3DGpu*>(this->getGpu());
92*c8dee2aaSAndroid Build Coastguard Worker }
93*c8dee2aaSAndroid Build Coastguard Worker
onSetLabel()94*c8dee2aaSAndroid Build Coastguard Worker void GrD3DAttachment::onSetLabel() {
95*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(this->d3dResource());
96*c8dee2aaSAndroid Build Coastguard Worker if (!this->getLabel().empty()) {
97*c8dee2aaSAndroid Build Coastguard Worker const std::wstring label = L"_Skia_" + GrD3DMultiByteToWide(this->getLabel());
98*c8dee2aaSAndroid Build Coastguard Worker this->d3dResource()->SetName(label.c_str());
99*c8dee2aaSAndroid Build Coastguard Worker }
100*c8dee2aaSAndroid Build Coastguard Worker }
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