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/GrD3DTextureRenderTarget.h"
9*c8dee2aaSAndroid Build Coastguard Worker
10*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/GrTexture.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/ganesh/d3d/GrD3DGpu.h"
12*c8dee2aaSAndroid Build Coastguard Worker
GrD3DTextureRenderTarget(GrD3DGpu * gpu,skgpu::Budgeted budgeted,SkISize dimensions,const GrD3DTextureResourceInfo & info,sk_sp<GrD3DResourceState> state,const GrD3DDescriptorHeap::CPUHandle & shaderResourceView,const GrD3DTextureResourceInfo & msaaInfo,sk_sp<GrD3DResourceState> msaaState,const GrD3DDescriptorHeap::CPUHandle & colorRenderTargetView,const GrD3DDescriptorHeap::CPUHandle & resolveRenderTargetView,GrMipmapStatus mipmapStatus,std::string_view label)13*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureRenderTarget::GrD3DTextureRenderTarget(
14*c8dee2aaSAndroid Build Coastguard Worker GrD3DGpu* gpu,
15*c8dee2aaSAndroid Build Coastguard Worker skgpu::Budgeted budgeted,
16*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions,
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& shaderResourceView,
20*c8dee2aaSAndroid Build Coastguard Worker const GrD3DTextureResourceInfo& msaaInfo,
21*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DResourceState> msaaState,
22*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
23*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
24*c8dee2aaSAndroid Build Coastguard Worker GrMipmapStatus mipmapStatus,
25*c8dee2aaSAndroid Build Coastguard Worker std::string_view label)
26*c8dee2aaSAndroid Build Coastguard Worker : GrSurface(gpu, dimensions, info.fProtected, label)
27*c8dee2aaSAndroid Build Coastguard Worker , GrD3DTextureResource(info, state)
28*c8dee2aaSAndroid Build Coastguard Worker , GrD3DTexture(gpu, dimensions, info, state, shaderResourceView, mipmapStatus, label)
29*c8dee2aaSAndroid Build Coastguard Worker , GrD3DRenderTarget(gpu,
30*c8dee2aaSAndroid Build Coastguard Worker dimensions,
31*c8dee2aaSAndroid Build Coastguard Worker info,
32*c8dee2aaSAndroid Build Coastguard Worker state,
33*c8dee2aaSAndroid Build Coastguard Worker msaaInfo,
34*c8dee2aaSAndroid Build Coastguard Worker std::move(msaaState),
35*c8dee2aaSAndroid Build Coastguard Worker colorRenderTargetView,
36*c8dee2aaSAndroid Build Coastguard Worker resolveRenderTargetView,
37*c8dee2aaSAndroid Build Coastguard Worker label) {
38*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(info.fProtected == msaaInfo.fProtected);
39*c8dee2aaSAndroid Build Coastguard Worker this->registerWithCache(budgeted);
40*c8dee2aaSAndroid Build Coastguard Worker }
41*c8dee2aaSAndroid Build Coastguard Worker
GrD3DTextureRenderTarget(GrD3DGpu * gpu,skgpu::Budgeted budgeted,SkISize dimensions,const GrD3DTextureResourceInfo & info,sk_sp<GrD3DResourceState> state,const GrD3DDescriptorHeap::CPUHandle & shaderResourceView,const GrD3DDescriptorHeap::CPUHandle & renderTargetView,GrMipmapStatus mipmapStatus,std::string_view label)42*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureRenderTarget::GrD3DTextureRenderTarget(
43*c8dee2aaSAndroid Build Coastguard Worker GrD3DGpu* gpu,
44*c8dee2aaSAndroid Build Coastguard Worker skgpu::Budgeted budgeted,
45*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions,
46*c8dee2aaSAndroid Build Coastguard Worker const GrD3DTextureResourceInfo& info,
47*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DResourceState> state,
48*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
49*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
50*c8dee2aaSAndroid Build Coastguard Worker GrMipmapStatus mipmapStatus,
51*c8dee2aaSAndroid Build Coastguard Worker std::string_view label)
52*c8dee2aaSAndroid Build Coastguard Worker : GrSurface(gpu, dimensions, info.fProtected, label)
53*c8dee2aaSAndroid Build Coastguard Worker , GrD3DTextureResource(info, state)
54*c8dee2aaSAndroid Build Coastguard Worker , GrD3DTexture(gpu, dimensions, info, state, shaderResourceView, mipmapStatus, label)
55*c8dee2aaSAndroid Build Coastguard Worker , GrD3DRenderTarget(gpu, dimensions, info, state, renderTargetView, label) {
56*c8dee2aaSAndroid Build Coastguard Worker this->registerWithCache(budgeted);
57*c8dee2aaSAndroid Build Coastguard Worker }
58*c8dee2aaSAndroid Build Coastguard Worker
GrD3DTextureRenderTarget(GrD3DGpu * gpu,SkISize dimensions,const GrD3DTextureResourceInfo & info,sk_sp<GrD3DResourceState> state,const GrD3DDescriptorHeap::CPUHandle & shaderResourceView,const GrD3DTextureResourceInfo & msaaInfo,sk_sp<GrD3DResourceState> msaaState,const GrD3DDescriptorHeap::CPUHandle & colorRenderTargetView,const GrD3DDescriptorHeap::CPUHandle & resolveRenderTargetView,GrMipmapStatus mipmapStatus,GrWrapCacheable cacheable,std::string_view label)59*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureRenderTarget::GrD3DTextureRenderTarget(
60*c8dee2aaSAndroid Build Coastguard Worker GrD3DGpu* gpu,
61*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions,
62*c8dee2aaSAndroid Build Coastguard Worker const GrD3DTextureResourceInfo& info,
63*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DResourceState> state,
64*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
65*c8dee2aaSAndroid Build Coastguard Worker const GrD3DTextureResourceInfo& msaaInfo,
66*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DResourceState> msaaState,
67*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle& colorRenderTargetView,
68*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle& resolveRenderTargetView,
69*c8dee2aaSAndroid Build Coastguard Worker GrMipmapStatus mipmapStatus,
70*c8dee2aaSAndroid Build Coastguard Worker GrWrapCacheable cacheable,
71*c8dee2aaSAndroid Build Coastguard Worker std::string_view label)
72*c8dee2aaSAndroid Build Coastguard Worker : GrSurface(gpu, dimensions, info.fProtected, label)
73*c8dee2aaSAndroid Build Coastguard Worker , GrD3DTextureResource(info, state)
74*c8dee2aaSAndroid Build Coastguard Worker , GrD3DTexture(gpu, dimensions, info, state, shaderResourceView, mipmapStatus, label)
75*c8dee2aaSAndroid Build Coastguard Worker , GrD3DRenderTarget(gpu,
76*c8dee2aaSAndroid Build Coastguard Worker dimensions,
77*c8dee2aaSAndroid Build Coastguard Worker info,
78*c8dee2aaSAndroid Build Coastguard Worker state,
79*c8dee2aaSAndroid Build Coastguard Worker msaaInfo,
80*c8dee2aaSAndroid Build Coastguard Worker std::move(msaaState),
81*c8dee2aaSAndroid Build Coastguard Worker colorRenderTargetView,
82*c8dee2aaSAndroid Build Coastguard Worker resolveRenderTargetView,
83*c8dee2aaSAndroid Build Coastguard Worker label) {
84*c8dee2aaSAndroid Build Coastguard Worker SkASSERT(info.fProtected == msaaInfo.fProtected);
85*c8dee2aaSAndroid Build Coastguard Worker this->registerWithCacheWrapped(cacheable);
86*c8dee2aaSAndroid Build Coastguard Worker }
87*c8dee2aaSAndroid Build Coastguard Worker
GrD3DTextureRenderTarget(GrD3DGpu * gpu,SkISize dimensions,const GrD3DTextureResourceInfo & info,sk_sp<GrD3DResourceState> state,const GrD3DDescriptorHeap::CPUHandle & shaderResourceView,const GrD3DDescriptorHeap::CPUHandle & renderTargetView,GrMipmapStatus mipmapStatus,GrWrapCacheable cacheable,std::string_view label)88*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureRenderTarget::GrD3DTextureRenderTarget(
89*c8dee2aaSAndroid Build Coastguard Worker GrD3DGpu* gpu,
90*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions,
91*c8dee2aaSAndroid Build Coastguard Worker const GrD3DTextureResourceInfo& info,
92*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DResourceState> state,
93*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle& shaderResourceView,
94*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle& renderTargetView,
95*c8dee2aaSAndroid Build Coastguard Worker GrMipmapStatus mipmapStatus,
96*c8dee2aaSAndroid Build Coastguard Worker GrWrapCacheable cacheable,
97*c8dee2aaSAndroid Build Coastguard Worker std::string_view label)
98*c8dee2aaSAndroid Build Coastguard Worker : GrSurface(gpu, dimensions, info.fProtected, label)
99*c8dee2aaSAndroid Build Coastguard Worker , GrD3DTextureResource(info, state)
100*c8dee2aaSAndroid Build Coastguard Worker , GrD3DTexture(gpu, dimensions, info, state, shaderResourceView, mipmapStatus, label)
101*c8dee2aaSAndroid Build Coastguard Worker , GrD3DRenderTarget(gpu, dimensions, info, state, renderTargetView, label) {
102*c8dee2aaSAndroid Build Coastguard Worker this->registerWithCacheWrapped(cacheable);
103*c8dee2aaSAndroid Build Coastguard Worker }
104*c8dee2aaSAndroid Build Coastguard Worker
MakeNewTextureRenderTarget(GrD3DGpu * gpu,skgpu::Budgeted budgeted,SkISize dimensions,int sampleCnt,const D3D12_RESOURCE_DESC & resourceDesc,GrProtected isProtected,GrMipmapStatus mipmapStatus,std::string_view label)105*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DTextureRenderTarget> GrD3DTextureRenderTarget::MakeNewTextureRenderTarget(
106*c8dee2aaSAndroid Build Coastguard Worker GrD3DGpu* gpu,
107*c8dee2aaSAndroid Build Coastguard Worker skgpu::Budgeted budgeted,
108*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions,
109*c8dee2aaSAndroid Build Coastguard Worker int sampleCnt,
110*c8dee2aaSAndroid Build Coastguard Worker const D3D12_RESOURCE_DESC& resourceDesc,
111*c8dee2aaSAndroid Build Coastguard Worker GrProtected isProtected,
112*c8dee2aaSAndroid Build Coastguard Worker GrMipmapStatus mipmapStatus,
113*c8dee2aaSAndroid Build Coastguard Worker std::string_view label) {
114*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureResourceInfo info;
115*c8dee2aaSAndroid Build Coastguard Worker D3D12_RESOURCE_STATES initialState = sampleCnt > 1 ? D3D12_RESOURCE_STATE_RESOLVE_DEST
116*c8dee2aaSAndroid Build Coastguard Worker : D3D12_RESOURCE_STATE_RENDER_TARGET;
117*c8dee2aaSAndroid Build Coastguard Worker
118*c8dee2aaSAndroid Build Coastguard Worker D3D12_CLEAR_VALUE clearValue = {};
119*c8dee2aaSAndroid Build Coastguard Worker clearValue.Format = resourceDesc.Format;
120*c8dee2aaSAndroid Build Coastguard Worker clearValue.Color[0] = 0;
121*c8dee2aaSAndroid Build Coastguard Worker clearValue.Color[1] = 0;
122*c8dee2aaSAndroid Build Coastguard Worker clearValue.Color[2] = 0;
123*c8dee2aaSAndroid Build Coastguard Worker clearValue.Color[3] = 0;
124*c8dee2aaSAndroid Build Coastguard Worker
125*c8dee2aaSAndroid Build Coastguard Worker if (!GrD3DTextureResource::InitTextureResourceInfo(gpu, resourceDesc, initialState,
126*c8dee2aaSAndroid Build Coastguard Worker isProtected, &clearValue, &info)) {
127*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
128*c8dee2aaSAndroid Build Coastguard Worker }
129*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DResourceState> state(new GrD3DResourceState(
130*c8dee2aaSAndroid Build Coastguard Worker static_cast<D3D12_RESOURCE_STATES>(info.fResourceState)));
131*c8dee2aaSAndroid Build Coastguard Worker
132*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle shaderResourceView =
133*c8dee2aaSAndroid Build Coastguard Worker gpu->resourceProvider().createShaderResourceView(info.fResource.get());
134*c8dee2aaSAndroid Build Coastguard Worker
135*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle renderTargetView =
136*c8dee2aaSAndroid Build Coastguard Worker gpu->resourceProvider().createRenderTargetView(info.fResource.get());
137*c8dee2aaSAndroid Build Coastguard Worker
138*c8dee2aaSAndroid Build Coastguard Worker if (sampleCnt > 1) {
139*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureResourceInfo msInfo;
140*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DResourceState> msState;
141*c8dee2aaSAndroid Build Coastguard Worker // created MSAA surface we assume will be used for masks, so clear to transparent black
142*c8dee2aaSAndroid Build Coastguard Worker SkColor4f clearColor = { 0, 0, 0, 0 };
143*c8dee2aaSAndroid Build Coastguard Worker std::tie(msInfo, msState) =
144*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureResource::CreateMSAA(gpu, dimensions, sampleCnt, info, clearColor);
145*c8dee2aaSAndroid Build Coastguard Worker if (!msInfo.fResource || !msState) {
146*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
147*c8dee2aaSAndroid Build Coastguard Worker }
148*c8dee2aaSAndroid Build Coastguard Worker
149*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle msaaRenderTargetView =
150*c8dee2aaSAndroid Build Coastguard Worker gpu->resourceProvider().createRenderTargetView(msInfo.fResource.get());
151*c8dee2aaSAndroid Build Coastguard Worker
152*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureRenderTarget* trt = new GrD3DTextureRenderTarget(gpu,
153*c8dee2aaSAndroid Build Coastguard Worker budgeted,
154*c8dee2aaSAndroid Build Coastguard Worker dimensions,
155*c8dee2aaSAndroid Build Coastguard Worker info,
156*c8dee2aaSAndroid Build Coastguard Worker std::move(state),
157*c8dee2aaSAndroid Build Coastguard Worker shaderResourceView,
158*c8dee2aaSAndroid Build Coastguard Worker msInfo,
159*c8dee2aaSAndroid Build Coastguard Worker std::move(msState),
160*c8dee2aaSAndroid Build Coastguard Worker msaaRenderTargetView,
161*c8dee2aaSAndroid Build Coastguard Worker renderTargetView,
162*c8dee2aaSAndroid Build Coastguard Worker mipmapStatus,
163*c8dee2aaSAndroid Build Coastguard Worker label);
164*c8dee2aaSAndroid Build Coastguard Worker return sk_sp<GrD3DTextureRenderTarget>(trt);
165*c8dee2aaSAndroid Build Coastguard Worker } else {
166*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureRenderTarget* trt = new GrD3DTextureRenderTarget(gpu,
167*c8dee2aaSAndroid Build Coastguard Worker budgeted,
168*c8dee2aaSAndroid Build Coastguard Worker dimensions,
169*c8dee2aaSAndroid Build Coastguard Worker info,
170*c8dee2aaSAndroid Build Coastguard Worker std::move(state),
171*c8dee2aaSAndroid Build Coastguard Worker shaderResourceView,
172*c8dee2aaSAndroid Build Coastguard Worker renderTargetView,
173*c8dee2aaSAndroid Build Coastguard Worker mipmapStatus,
174*c8dee2aaSAndroid Build Coastguard Worker label);
175*c8dee2aaSAndroid Build Coastguard Worker return sk_sp<GrD3DTextureRenderTarget>(trt);
176*c8dee2aaSAndroid Build Coastguard Worker }
177*c8dee2aaSAndroid Build Coastguard Worker }
178*c8dee2aaSAndroid Build Coastguard Worker
MakeWrappedTextureRenderTarget(GrD3DGpu * gpu,SkISize dimensions,int sampleCnt,GrWrapCacheable cacheable,const GrD3DTextureResourceInfo & info,sk_sp<GrD3DResourceState> state)179*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DTextureRenderTarget> GrD3DTextureRenderTarget::MakeWrappedTextureRenderTarget(
180*c8dee2aaSAndroid Build Coastguard Worker GrD3DGpu* gpu,
181*c8dee2aaSAndroid Build Coastguard Worker SkISize dimensions,
182*c8dee2aaSAndroid Build Coastguard Worker int sampleCnt,
183*c8dee2aaSAndroid Build Coastguard Worker GrWrapCacheable cacheable,
184*c8dee2aaSAndroid Build Coastguard Worker const GrD3DTextureResourceInfo& info,
185*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DResourceState> state) {
186*c8dee2aaSAndroid Build Coastguard Worker // TODO: If a client uses their own heap to allocate, how do we manage that?
187*c8dee2aaSAndroid Build Coastguard Worker // Adopted textures require both image and allocation because we're responsible for freeing
188*c8dee2aaSAndroid Build Coastguard Worker //SkASSERT(VK_NULL_HANDLE != info.fImage &&
189*c8dee2aaSAndroid Build Coastguard Worker // (kBorrow_GrWrapOwnership == wrapOwnership || VK_NULL_HANDLE != info.fAlloc.fMemory));
190*c8dee2aaSAndroid Build Coastguard Worker
191*c8dee2aaSAndroid Build Coastguard Worker GrMipmapStatus mipmapStatus = info.fLevelCount > 1 ? GrMipmapStatus::kDirty
192*c8dee2aaSAndroid Build Coastguard Worker : GrMipmapStatus::kNotAllocated;
193*c8dee2aaSAndroid Build Coastguard Worker
194*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle shaderResourceView =
195*c8dee2aaSAndroid Build Coastguard Worker gpu->resourceProvider().createShaderResourceView(info.fResource.get());
196*c8dee2aaSAndroid Build Coastguard Worker
197*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle renderTargetView =
198*c8dee2aaSAndroid Build Coastguard Worker gpu->resourceProvider().createRenderTargetView(info.fResource.get());
199*c8dee2aaSAndroid Build Coastguard Worker
200*c8dee2aaSAndroid Build Coastguard Worker if (sampleCnt > 1) {
201*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureResourceInfo msInfo;
202*c8dee2aaSAndroid Build Coastguard Worker sk_sp<GrD3DResourceState> msState;
203*c8dee2aaSAndroid Build Coastguard Worker // for wrapped MSAA surface we assume clear to white
204*c8dee2aaSAndroid Build Coastguard Worker SkColor4f clearColor = { 1, 1, 1, 1 };
205*c8dee2aaSAndroid Build Coastguard Worker std::tie(msInfo, msState) =
206*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureResource::CreateMSAA(gpu, dimensions, sampleCnt, info, clearColor);
207*c8dee2aaSAndroid Build Coastguard Worker if (!msInfo.fResource || !msState) {
208*c8dee2aaSAndroid Build Coastguard Worker return nullptr;
209*c8dee2aaSAndroid Build Coastguard Worker }
210*c8dee2aaSAndroid Build Coastguard Worker
211*c8dee2aaSAndroid Build Coastguard Worker const GrD3DDescriptorHeap::CPUHandle msaaRenderTargetView =
212*c8dee2aaSAndroid Build Coastguard Worker gpu->resourceProvider().createRenderTargetView(msInfo.fResource.get());
213*c8dee2aaSAndroid Build Coastguard Worker
214*c8dee2aaSAndroid Build Coastguard Worker GrD3DTextureRenderTarget* trt = new GrD3DTextureRenderTarget(
215*c8dee2aaSAndroid Build Coastguard Worker gpu,
216*c8dee2aaSAndroid Build Coastguard Worker dimensions,
217*c8dee2aaSAndroid Build Coastguard Worker info,
218*c8dee2aaSAndroid Build Coastguard Worker std::move(state),
219*c8dee2aaSAndroid Build Coastguard Worker shaderResourceView,
220*c8dee2aaSAndroid Build Coastguard Worker msInfo,
221*c8dee2aaSAndroid Build Coastguard Worker std::move(msState),
222*c8dee2aaSAndroid Build Coastguard Worker msaaRenderTargetView,
223*c8dee2aaSAndroid Build Coastguard Worker renderTargetView,
224*c8dee2aaSAndroid Build Coastguard Worker mipmapStatus,
225*c8dee2aaSAndroid Build Coastguard Worker cacheable,
226*c8dee2aaSAndroid Build Coastguard Worker /*label=*/"MakeWrappedTextureRenderTargetWithMSAASurface");
227*c8dee2aaSAndroid Build Coastguard Worker return sk_sp<GrD3DTextureRenderTarget>(trt);
228*c8dee2aaSAndroid Build Coastguard Worker } else {
229*c8dee2aaSAndroid Build Coastguard Worker return sk_sp<GrD3DTextureRenderTarget>(
230*c8dee2aaSAndroid Build Coastguard Worker new GrD3DTextureRenderTarget(gpu,
231*c8dee2aaSAndroid Build Coastguard Worker dimensions,
232*c8dee2aaSAndroid Build Coastguard Worker info,
233*c8dee2aaSAndroid Build Coastguard Worker std::move(state),
234*c8dee2aaSAndroid Build Coastguard Worker shaderResourceView,
235*c8dee2aaSAndroid Build Coastguard Worker renderTargetView,
236*c8dee2aaSAndroid Build Coastguard Worker mipmapStatus,
237*c8dee2aaSAndroid Build Coastguard Worker cacheable,
238*c8dee2aaSAndroid Build Coastguard Worker /*label=*/"MakeWrappedTextureRenderTarget"));
239*c8dee2aaSAndroid Build Coastguard Worker }
240*c8dee2aaSAndroid Build Coastguard Worker }
241*c8dee2aaSAndroid Build Coastguard Worker
onGpuMemorySize() const242*c8dee2aaSAndroid Build Coastguard Worker size_t GrD3DTextureRenderTarget::onGpuMemorySize() const {
243*c8dee2aaSAndroid Build Coastguard Worker int numColorSamples = this->numSamples();
244*c8dee2aaSAndroid Build Coastguard Worker if (numColorSamples > 1) {
245*c8dee2aaSAndroid Build Coastguard Worker // Add one to account for the resolve VkImage.
246*c8dee2aaSAndroid Build Coastguard Worker ++numColorSamples;
247*c8dee2aaSAndroid Build Coastguard Worker }
248*c8dee2aaSAndroid Build Coastguard Worker return GrSurface::ComputeSize(this->backendFormat(), this->dimensions(),
249*c8dee2aaSAndroid Build Coastguard Worker numColorSamples, // TODO: this still correct?
250*c8dee2aaSAndroid Build Coastguard Worker this->mipmapped());
251*c8dee2aaSAndroid Build Coastguard Worker }
252*c8dee2aaSAndroid Build Coastguard Worker
onSetLabel()253*c8dee2aaSAndroid Build Coastguard Worker void GrD3DTextureRenderTarget::onSetLabel() {
254*c8dee2aaSAndroid Build Coastguard Worker GrD3DRenderTarget::onSetLabel();
255*c8dee2aaSAndroid Build Coastguard Worker }
256*c8dee2aaSAndroid Build Coastguard Worker
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