1*c8dee2aaSAndroid Build Coastguard Worker /* 2*c8dee2aaSAndroid Build Coastguard Worker * Copyright 2023 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 #ifndef skgpu_graphite_VulkanSampler_DEFINED 9*c8dee2aaSAndroid Build Coastguard Worker #define skgpu_graphite_VulkanSampler_DEFINED 10*c8dee2aaSAndroid Build Coastguard Worker 11*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/Sampler.h" 12*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/vk/VulkanSharedContext.h" 13*c8dee2aaSAndroid Build Coastguard Worker #include "src/gpu/graphite/vk/VulkanYcbcrConversion.h" 14*c8dee2aaSAndroid Build Coastguard Worker 15*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRefCnt.h" 16*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTileMode.h" 17*c8dee2aaSAndroid Build Coastguard Worker 18*c8dee2aaSAndroid Build Coastguard Worker struct SkSamplingOptions; 19*c8dee2aaSAndroid Build Coastguard Worker 20*c8dee2aaSAndroid Build Coastguard Worker namespace skgpu::graphite { 21*c8dee2aaSAndroid Build Coastguard Worker 22*c8dee2aaSAndroid Build Coastguard Worker class VulkanSampler : public Sampler { 23*c8dee2aaSAndroid Build Coastguard Worker public: 24*c8dee2aaSAndroid Build Coastguard Worker static sk_sp<VulkanSampler> Make(const VulkanSharedContext*, 25*c8dee2aaSAndroid Build Coastguard Worker const SamplerDesc&, 26*c8dee2aaSAndroid Build Coastguard Worker sk_sp<VulkanYcbcrConversion> ycbcrConversion = nullptr); ~VulkanSampler()27*c8dee2aaSAndroid Build Coastguard Worker ~VulkanSampler() override {} 28*c8dee2aaSAndroid Build Coastguard Worker vkSampler()29*c8dee2aaSAndroid Build Coastguard Worker VkSampler vkSampler() const { return fSampler; } 30*c8dee2aaSAndroid Build Coastguard Worker ycbcrConversion()31*c8dee2aaSAndroid Build Coastguard Worker const VulkanYcbcrConversion* ycbcrConversion() const { return fYcbcrConversion.get(); } 32*c8dee2aaSAndroid Build Coastguard Worker samplerDesc()33*c8dee2aaSAndroid Build Coastguard Worker const SamplerDesc& samplerDesc() const { return fDesc; } 34*c8dee2aaSAndroid Build Coastguard Worker constVkSamplerPtr()35*c8dee2aaSAndroid Build Coastguard Worker const VkSampler* constVkSamplerPtr() const { return &fSampler; } 36*c8dee2aaSAndroid Build Coastguard Worker 37*c8dee2aaSAndroid Build Coastguard Worker private: 38*c8dee2aaSAndroid Build Coastguard Worker VulkanSampler(const VulkanSharedContext*, 39*c8dee2aaSAndroid Build Coastguard Worker const SamplerDesc&, 40*c8dee2aaSAndroid Build Coastguard Worker VkSampler, 41*c8dee2aaSAndroid Build Coastguard Worker sk_sp<VulkanYcbcrConversion>); 42*c8dee2aaSAndroid Build Coastguard Worker 43*c8dee2aaSAndroid Build Coastguard Worker void freeGpuData() override; 44*c8dee2aaSAndroid Build Coastguard Worker 45*c8dee2aaSAndroid Build Coastguard Worker // It's helpful to store the sampler desc such that when we create a descriptor for this sampler 46*c8dee2aaSAndroid Build Coastguard Worker // we can easily access the numerical sampler representation. 47*c8dee2aaSAndroid Build Coastguard Worker const SamplerDesc fDesc; 48*c8dee2aaSAndroid Build Coastguard Worker 49*c8dee2aaSAndroid Build Coastguard Worker VkSampler fSampler; 50*c8dee2aaSAndroid Build Coastguard Worker sk_sp<VulkanYcbcrConversion> fYcbcrConversion; 51*c8dee2aaSAndroid Build Coastguard Worker }; 52*c8dee2aaSAndroid Build Coastguard Worker 53*c8dee2aaSAndroid Build Coastguard Worker } // namepsace skgpu::graphite 54*c8dee2aaSAndroid Build Coastguard Worker 55*c8dee2aaSAndroid Build Coastguard Worker #endif // skgpu_graphite_VulkanSampler_DEFINED 56