xref: /aosp_15_r20/external/skia/src/gpu/ganesh/d3d/GrD3DRenderTarget.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
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/GrD3DRenderTarget.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/GrBackendSurface.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/gpu/ganesh/d3d/GrD3DTypes.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/KeyBuilder.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrRenderTarget.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DGpu.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DResourceProvider.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DTextureResource.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DUtil.h"
18*c8dee2aaSAndroid Build Coastguard Worker 
19*c8dee2aaSAndroid Build Coastguard Worker // We're virtually derived from GrSurface (via GrRenderTarget) so its
20*c8dee2aaSAndroid Build Coastguard Worker // constructor must be explicitly called.
GrD3DRenderTarget(GrD3DGpu * gpu,SkISize dimensions,const GrD3DTextureResourceInfo & info,sk_sp<GrD3DResourceState> state,const GrD3DTextureResourceInfo & msaaInfo,sk_sp<GrD3DResourceState> msaaState,const GrD3DDescriptorHeap::CPUHandle & colorRenderTargetView,const GrD3DDescriptorHeap::CPUHandle & resolveRenderTargetView,Wrapped,std::string_view label)21*c8dee2aaSAndroid Build Coastguard Worker GrD3DRenderTarget::GrD3DRenderTarget(GrD3DGpu* gpu,
22*c8dee2aaSAndroid Build Coastguard Worker                                      SkISize dimensions,
23*c8dee2aaSAndroid Build Coastguard Worker                                      const GrD3DTextureResourceInfo& info,
24*c8dee2aaSAndroid Build Coastguard Worker                                      sk_sp<GrD3DResourceState> state,
25*c8dee2aaSAndroid Build Coastguard Worker                                      const GrD3DTextureResourceInfo& msaaInfo,
26*c8dee2aaSAndroid Build Coastguard Worker                                      sk_sp<GrD3DResourceState> msaaState,
27*c8dee2aaSAndroid Build Coastguard Worker                                      const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
28*c8dee2aaSAndroid Build Coastguard Worker                                      const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
29*c8dee2aaSAndroid Build Coastguard Worker                                      Wrapped,
30*c8dee2aaSAndroid Build Coastguard Worker                                      std::string_view label)
31*c8dee2aaSAndroid Build Coastguard Worker         : GrSurface(gpu, dimensions, info.fProtected, label)
32*c8dee2aaSAndroid Build Coastguard Worker         , GrD3DTextureResource(info, std::move(state))
33*c8dee2aaSAndroid Build Coastguard Worker         // for the moment we only support 1:1 color to stencil
34*c8dee2aaSAndroid Build Coastguard Worker         , GrRenderTarget(gpu, dimensions, msaaInfo.fSampleCount, info.fProtected, label)
35*c8dee2aaSAndroid Build Coastguard Worker         , fMSAATextureResource(new GrD3DTextureResource(msaaInfo, std::move(msaaState)))
36*c8dee2aaSAndroid Build Coastguard Worker         , fColorRenderTargetView(colorRenderTargetView)
37*c8dee2aaSAndroid Build Coastguard Worker         , fResolveRenderTargetView(resolveRenderTargetView) {
38*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(info.fProtected == msaaInfo.fProtected);
39*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(msaaInfo.fSampleCount > 1);
40*c8dee2aaSAndroid Build Coastguard Worker     this->registerWithCacheWrapped(GrWrapCacheable::kNo);
41*c8dee2aaSAndroid Build Coastguard Worker }
42*c8dee2aaSAndroid Build Coastguard Worker 
43*c8dee2aaSAndroid Build Coastguard Worker // We're virtually derived from GrSurface (via GrRenderTarget) so its
44*c8dee2aaSAndroid Build Coastguard Worker // constructor must be explicitly called.
GrD3DRenderTarget(GrD3DGpu * gpu,SkISize dimensions,const GrD3DTextureResourceInfo & info,sk_sp<GrD3DResourceState> state,const GrD3DTextureResourceInfo & msaaInfo,sk_sp<GrD3DResourceState> msaaState,const GrD3DDescriptorHeap::CPUHandle & colorRenderTargetView,const GrD3DDescriptorHeap::CPUHandle & resolveRenderTargetView,std::string_view label)45*c8dee2aaSAndroid Build Coastguard Worker GrD3DRenderTarget::GrD3DRenderTarget(GrD3DGpu* gpu,
46*c8dee2aaSAndroid Build Coastguard Worker                                      SkISize dimensions,
47*c8dee2aaSAndroid Build Coastguard Worker                                      const GrD3DTextureResourceInfo& info,
48*c8dee2aaSAndroid Build Coastguard Worker                                      sk_sp<GrD3DResourceState> state,
49*c8dee2aaSAndroid Build Coastguard Worker                                      const GrD3DTextureResourceInfo& msaaInfo,
50*c8dee2aaSAndroid Build Coastguard Worker                                      sk_sp<GrD3DResourceState> msaaState,
51*c8dee2aaSAndroid Build Coastguard Worker                                      const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
52*c8dee2aaSAndroid Build Coastguard Worker                                      const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
53*c8dee2aaSAndroid Build Coastguard Worker                                      std::string_view label)
54*c8dee2aaSAndroid Build Coastguard Worker         : GrSurface(gpu, dimensions, info.fProtected, label)
55*c8dee2aaSAndroid Build Coastguard Worker         , GrD3DTextureResource(info, std::move(state))
56*c8dee2aaSAndroid Build Coastguard Worker         // for the moment we only support 1:1 color to stencil
57*c8dee2aaSAndroid Build Coastguard Worker         , GrRenderTarget(gpu, dimensions, msaaInfo.fSampleCount, info.fProtected, label)
58*c8dee2aaSAndroid Build Coastguard Worker         , fMSAATextureResource(new GrD3DTextureResource(msaaInfo, std::move(msaaState)))
59*c8dee2aaSAndroid Build Coastguard Worker         , fColorRenderTargetView(colorRenderTargetView)
60*c8dee2aaSAndroid Build Coastguard Worker         , fResolveRenderTargetView(resolveRenderTargetView) {
61*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(info.fProtected == msaaInfo.fProtected);
62*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(msaaInfo.fSampleCount > 1);
63*c8dee2aaSAndroid Build Coastguard Worker }
64*c8dee2aaSAndroid Build Coastguard Worker 
65*c8dee2aaSAndroid Build Coastguard Worker // We're virtually derived from GrSurface (via GrRenderTarget) so its
66*c8dee2aaSAndroid Build Coastguard Worker // constructor must be explicitly called.
GrD3DRenderTarget(GrD3DGpu * gpu,SkISize dimensions,const GrD3DTextureResourceInfo & info,sk_sp<GrD3DResourceState> state,const GrD3DDescriptorHeap::CPUHandle & renderTargetView,Wrapped,std::string_view label)67*c8dee2aaSAndroid Build Coastguard Worker GrD3DRenderTarget::GrD3DRenderTarget(GrD3DGpu* gpu,
68*c8dee2aaSAndroid Build Coastguard Worker                                      SkISize dimensions,
69*c8dee2aaSAndroid Build Coastguard Worker                                      const GrD3DTextureResourceInfo& info,
70*c8dee2aaSAndroid Build Coastguard Worker                                      sk_sp<GrD3DResourceState> state,
71*c8dee2aaSAndroid Build Coastguard Worker                                      const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
72*c8dee2aaSAndroid Build Coastguard Worker                                      Wrapped,
73*c8dee2aaSAndroid Build Coastguard Worker                                      std::string_view label)
74*c8dee2aaSAndroid Build Coastguard Worker         : GrSurface(gpu, dimensions, info.fProtected, label)
75*c8dee2aaSAndroid Build Coastguard Worker         , GrD3DTextureResource(info, std::move(state))
76*c8dee2aaSAndroid Build Coastguard Worker         , GrRenderTarget(gpu, dimensions, info.fSampleCount, info.fProtected, label)
77*c8dee2aaSAndroid Build Coastguard Worker         , fMSAATextureResource(nullptr)
78*c8dee2aaSAndroid Build Coastguard Worker         , fColorRenderTargetView(renderTargetView) {
79*c8dee2aaSAndroid Build Coastguard Worker     this->registerWithCacheWrapped(GrWrapCacheable::kNo);
80*c8dee2aaSAndroid Build Coastguard Worker }
81*c8dee2aaSAndroid Build Coastguard Worker 
82*c8dee2aaSAndroid Build Coastguard Worker // We're virtually derived from GrSurface (via GrRenderTarget) so its
83*c8dee2aaSAndroid Build Coastguard Worker // constructor must be explicitly called.
GrD3DRenderTarget(GrD3DGpu * gpu,SkISize dimensions,const GrD3DTextureResourceInfo & info,sk_sp<GrD3DResourceState> state,const GrD3DDescriptorHeap::CPUHandle & renderTargetView,std::string_view label)84*c8dee2aaSAndroid Build Coastguard Worker GrD3DRenderTarget::GrD3DRenderTarget(GrD3DGpu* gpu,
85*c8dee2aaSAndroid Build Coastguard Worker                                      SkISize dimensions,
86*c8dee2aaSAndroid Build Coastguard Worker                                      const GrD3DTextureResourceInfo& info,
87*c8dee2aaSAndroid Build Coastguard Worker                                      sk_sp<GrD3DResourceState> state,
88*c8dee2aaSAndroid Build Coastguard Worker                                      const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
89*c8dee2aaSAndroid Build Coastguard Worker                                      std::string_view label)
90*c8dee2aaSAndroid Build Coastguard Worker         : GrSurface(gpu, dimensions, info.fProtected, label)
91*c8dee2aaSAndroid Build Coastguard Worker         , GrD3DTextureResource(info, std::move(state))
92*c8dee2aaSAndroid Build Coastguard Worker         , GrRenderTarget(gpu, dimensions, info.fSampleCount, info.fProtected, label)
93*c8dee2aaSAndroid Build Coastguard Worker         , fMSAATextureResource(nullptr)
94*c8dee2aaSAndroid Build Coastguard Worker         , fColorRenderTargetView(renderTargetView) {}
95*c8dee2aaSAndroid Build Coastguard Worker 
MakeWrappedRenderTarget(GrD3DGpu * gpu,SkISize dimensions,int sampleCnt,const GrD3DTextureResourceInfo & info,sk_sp<GrD3DResourceState> state)96*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DRenderTarget> GrD3DRenderTarget::MakeWrappedRenderTarget(
97*c8dee2aaSAndroid Build Coastguard Worker             GrD3DGpu* gpu, SkISize dimensions, int sampleCnt, const GrD3DTextureResourceInfo& info,
98*c8dee2aaSAndroid Build Coastguard Worker             sk_sp<GrD3DResourceState> state) {
99*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(info.fResource.get());
100*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(info.fLevelCount == 1);
101*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(sampleCnt >= 1 && info.fSampleCount >= 1);
102*c8dee2aaSAndroid Build Coastguard Worker 
103*c8dee2aaSAndroid Build Coastguard Worker     int wrappedTextureSampleCnt = static_cast<int>(info.fSampleCount);
104*c8dee2aaSAndroid Build Coastguard Worker     if (sampleCnt != wrappedTextureSampleCnt && wrappedTextureSampleCnt != 1) {
105*c8dee2aaSAndroid Build Coastguard Worker         return nullptr;
106*c8dee2aaSAndroid Build Coastguard Worker     }
107*c8dee2aaSAndroid Build Coastguard Worker 
108*c8dee2aaSAndroid Build Coastguard Worker     GrD3DDescriptorHeap::CPUHandle renderTargetView =
109*c8dee2aaSAndroid Build Coastguard Worker             gpu->resourceProvider().createRenderTargetView(info.fResource.get());
110*c8dee2aaSAndroid Build Coastguard Worker 
111*c8dee2aaSAndroid Build Coastguard Worker     // create msaa surface if necessary
112*c8dee2aaSAndroid Build Coastguard Worker     GrD3DRenderTarget* d3dRT;
113*c8dee2aaSAndroid Build Coastguard Worker     if (sampleCnt != wrappedTextureSampleCnt) {
114*c8dee2aaSAndroid Build Coastguard Worker         GrD3DTextureResourceInfo msInfo;
115*c8dee2aaSAndroid Build Coastguard Worker         sk_sp<GrD3DResourceState> msState;
116*c8dee2aaSAndroid Build Coastguard Worker         // for wrapped MSAA surface we assume clear to white
117*c8dee2aaSAndroid Build Coastguard Worker         SkColor4f clearColor = { 1, 1, 1, 1 };
118*c8dee2aaSAndroid Build Coastguard Worker         std::tie(msInfo, msState) =
119*c8dee2aaSAndroid Build Coastguard Worker                 GrD3DTextureResource::CreateMSAA(gpu, dimensions, sampleCnt, info, clearColor);
120*c8dee2aaSAndroid Build Coastguard Worker 
121*c8dee2aaSAndroid Build Coastguard Worker         GrD3DDescriptorHeap::CPUHandle msaaRenderTargetView =
122*c8dee2aaSAndroid Build Coastguard Worker                 gpu->resourceProvider().createRenderTargetView(msInfo.fResource.get());
123*c8dee2aaSAndroid Build Coastguard Worker 
124*c8dee2aaSAndroid Build Coastguard Worker         d3dRT = new GrD3DRenderTarget(gpu, dimensions, info, std::move(state), msInfo,
125*c8dee2aaSAndroid Build Coastguard Worker                                       std::move(msState), msaaRenderTargetView, renderTargetView,
126*c8dee2aaSAndroid Build Coastguard Worker                                       kWrapped,
127*c8dee2aaSAndroid Build Coastguard Worker                                       /*label=*/"MakeWrappedRenderTargetWithMSAASurface");
128*c8dee2aaSAndroid Build Coastguard Worker     } else {
129*c8dee2aaSAndroid Build Coastguard Worker         d3dRT = new GrD3DRenderTarget(
130*c8dee2aaSAndroid Build Coastguard Worker                 gpu, dimensions, info, std::move(state), renderTargetView, kWrapped,
131*c8dee2aaSAndroid Build Coastguard Worker                 /*label=*/"MakeWrappedRenderTarget");
132*c8dee2aaSAndroid Build Coastguard Worker     }
133*c8dee2aaSAndroid Build Coastguard Worker 
134*c8dee2aaSAndroid Build Coastguard Worker     return sk_sp<GrD3DRenderTarget>(d3dRT);
135*c8dee2aaSAndroid Build Coastguard Worker }
136*c8dee2aaSAndroid Build Coastguard Worker 
~GrD3DRenderTarget()137*c8dee2aaSAndroid Build Coastguard Worker GrD3DRenderTarget::~GrD3DRenderTarget() {
138*c8dee2aaSAndroid Build Coastguard Worker     // either release or abandon should have been called by the owner of this object.
139*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(!fMSAATextureResource);
140*c8dee2aaSAndroid Build Coastguard Worker }
141*c8dee2aaSAndroid Build Coastguard Worker 
msaaTextureResource() const142*c8dee2aaSAndroid Build Coastguard Worker const GrD3DTextureResource* GrD3DRenderTarget::msaaTextureResource() const {
143*c8dee2aaSAndroid Build Coastguard Worker     if (this->numSamples() == 1) {
144*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(!fMSAATextureResource);
145*c8dee2aaSAndroid Build Coastguard Worker         return nullptr;
146*c8dee2aaSAndroid Build Coastguard Worker     }
147*c8dee2aaSAndroid Build Coastguard Worker     if (fMSAATextureResource) {
148*c8dee2aaSAndroid Build Coastguard Worker         return fMSAATextureResource.get();
149*c8dee2aaSAndroid Build Coastguard Worker     }
150*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(!fMSAATextureResource);
151*c8dee2aaSAndroid Build Coastguard Worker     return this;
152*c8dee2aaSAndroid Build Coastguard Worker }
153*c8dee2aaSAndroid Build Coastguard Worker 
msaaTextureResource()154*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureResource* GrD3DRenderTarget::msaaTextureResource() {
155*c8dee2aaSAndroid Build Coastguard Worker     auto* constThis = const_cast<const GrD3DRenderTarget*>(this);
156*c8dee2aaSAndroid Build Coastguard Worker     return const_cast<GrD3DTextureResource*>(constThis->msaaTextureResource());
157*c8dee2aaSAndroid Build Coastguard Worker }
158*c8dee2aaSAndroid Build Coastguard Worker 
releaseInternalObjects()159*c8dee2aaSAndroid Build Coastguard Worker void GrD3DRenderTarget::releaseInternalObjects() {
160*c8dee2aaSAndroid Build Coastguard Worker     GrD3DGpu* gpu = this->getD3DGpu();
161*c8dee2aaSAndroid Build Coastguard Worker 
162*c8dee2aaSAndroid Build Coastguard Worker     if (fMSAATextureResource) {
163*c8dee2aaSAndroid Build Coastguard Worker         fMSAATextureResource->releaseResource(gpu);
164*c8dee2aaSAndroid Build Coastguard Worker         fMSAATextureResource.reset();
165*c8dee2aaSAndroid Build Coastguard Worker         gpu->resourceProvider().recycleRenderTargetView(fResolveRenderTargetView);
166*c8dee2aaSAndroid Build Coastguard Worker     }
167*c8dee2aaSAndroid Build Coastguard Worker 
168*c8dee2aaSAndroid Build Coastguard Worker     gpu->resourceProvider().recycleRenderTargetView(fColorRenderTargetView);
169*c8dee2aaSAndroid Build Coastguard Worker }
170*c8dee2aaSAndroid Build Coastguard Worker 
onRelease()171*c8dee2aaSAndroid Build Coastguard Worker void GrD3DRenderTarget::onRelease() {
172*c8dee2aaSAndroid Build Coastguard Worker     this->releaseInternalObjects();
173*c8dee2aaSAndroid Build Coastguard Worker     this->releaseResource(this->getD3DGpu());
174*c8dee2aaSAndroid Build Coastguard Worker     GrRenderTarget::onRelease();
175*c8dee2aaSAndroid Build Coastguard Worker }
176*c8dee2aaSAndroid Build Coastguard Worker 
onAbandon()177*c8dee2aaSAndroid Build Coastguard Worker void GrD3DRenderTarget::onAbandon() {
178*c8dee2aaSAndroid Build Coastguard Worker     this->releaseInternalObjects();
179*c8dee2aaSAndroid Build Coastguard Worker     this->releaseResource(this->getD3DGpu());
180*c8dee2aaSAndroid Build Coastguard Worker     GrRenderTarget::onAbandon();
181*c8dee2aaSAndroid Build Coastguard Worker }
182*c8dee2aaSAndroid Build Coastguard Worker 
getBackendRenderTarget() const183*c8dee2aaSAndroid Build Coastguard Worker GrBackendRenderTarget GrD3DRenderTarget::getBackendRenderTarget() const {
184*c8dee2aaSAndroid Build Coastguard Worker     return GrBackendRenderTarget(this->width(), this->height(), fInfo, this->grD3DResourceState());
185*c8dee2aaSAndroid Build Coastguard Worker }
186*c8dee2aaSAndroid Build Coastguard Worker 
getD3DGpu() const187*c8dee2aaSAndroid Build Coastguard Worker GrD3DGpu* GrD3DRenderTarget::getD3DGpu() const {
188*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(!this->wasDestroyed());
189*c8dee2aaSAndroid Build Coastguard Worker     return static_cast<GrD3DGpu*>(this->getGpu());
190*c8dee2aaSAndroid Build Coastguard Worker }
191*c8dee2aaSAndroid Build Coastguard Worker 
stencilDxgiFormat() const192*c8dee2aaSAndroid Build Coastguard Worker DXGI_FORMAT GrD3DRenderTarget::stencilDxgiFormat() const {
193*c8dee2aaSAndroid Build Coastguard Worker     if (auto stencil = this->getStencilAttachment()) {
194*c8dee2aaSAndroid Build Coastguard Worker         auto d3dStencil = static_cast<GrD3DAttachment*>(stencil);
195*c8dee2aaSAndroid Build Coastguard Worker         return d3dStencil->dxgiFormat();
196*c8dee2aaSAndroid Build Coastguard Worker     }
197*c8dee2aaSAndroid Build Coastguard Worker     return DXGI_FORMAT_UNKNOWN;
198*c8dee2aaSAndroid Build Coastguard Worker }
199*c8dee2aaSAndroid Build Coastguard Worker 
genKey(skgpu::KeyBuilder * b) const200*c8dee2aaSAndroid Build Coastguard Worker void GrD3DRenderTarget::genKey(skgpu::KeyBuilder* b) const {
201*c8dee2aaSAndroid Build Coastguard Worker     b->add32(this->dxgiFormat());
202*c8dee2aaSAndroid Build Coastguard Worker     b->add32(this->numSamples());
203*c8dee2aaSAndroid Build Coastguard Worker     b->add32(this->stencilDxgiFormat());
204*c8dee2aaSAndroid Build Coastguard Worker #ifdef SK_DEBUG
205*c8dee2aaSAndroid Build Coastguard Worker     if (const GrAttachment* stencil = this->getStencilAttachment()) {
206*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(stencil->numSamples() == this->numSamples());
207*c8dee2aaSAndroid Build Coastguard Worker     }
208*c8dee2aaSAndroid Build Coastguard Worker #endif
209*c8dee2aaSAndroid Build Coastguard Worker     b->add32(this->sampleQualityPattern());
210*c8dee2aaSAndroid Build Coastguard Worker }
211*c8dee2aaSAndroid Build Coastguard Worker 
onSetLabel()212*c8dee2aaSAndroid Build Coastguard Worker void GrD3DRenderTarget::onSetLabel() {
213*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(this->d3dResource());
214*c8dee2aaSAndroid Build Coastguard Worker     if (!this->getLabel().empty()) {
215*c8dee2aaSAndroid Build Coastguard Worker         if (fMSAATextureResource) {
216*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(fMSAATextureResource->d3dResource());
217*c8dee2aaSAndroid Build Coastguard Worker             const std::wstring suffix = GrD3DMultiByteToWide(this->getLabel());
218*c8dee2aaSAndroid Build Coastguard Worker             const std::wstring msaaLabel = L"_Skia_MSAA_" + suffix;
219*c8dee2aaSAndroid Build Coastguard Worker             fMSAATextureResource->d3dResource()->SetName(msaaLabel.c_str());
220*c8dee2aaSAndroid Build Coastguard Worker             const std::wstring resolveLabel = L"_Skia_Resolve_" + suffix;
221*c8dee2aaSAndroid Build Coastguard Worker             this->d3dResource()->SetName(resolveLabel.c_str());
222*c8dee2aaSAndroid Build Coastguard Worker         } else {
223*c8dee2aaSAndroid Build Coastguard Worker             const std::wstring label = L"_Skia_" + GrD3DMultiByteToWide(this->getLabel());
224*c8dee2aaSAndroid Build Coastguard Worker             this->d3dResource()->SetName(label.c_str());
225*c8dee2aaSAndroid Build Coastguard Worker         }
226*c8dee2aaSAndroid Build Coastguard Worker     }
227*c8dee2aaSAndroid Build Coastguard Worker }
228