| /* |
| * Copyright 2020 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "src/gpu/d3d/GrD3DTextureRenderTarget.h" |
| |
| #include "src/gpu/GrTexturePriv.h" |
| #include "src/gpu/d3d/GrD3DGpu.h" |
| |
| GrD3DTextureRenderTarget::GrD3DTextureRenderTarget( |
| GrD3DGpu* gpu, SkBudgeted budgeted, SkISize dimensions, int sampleCnt, |
| const GrD3DTextureResourceInfo& info, sk_sp<GrD3DResourceState> state, |
| const GrD3DTextureResourceInfo& msaaInfo, sk_sp<GrD3DResourceState> msaaState, |
| const D3D12_CPU_DESCRIPTOR_HANDLE& colorRenderTargetView, |
| const D3D12_CPU_DESCRIPTOR_HANDLE& resolveRenderTargetView, |
| GrMipMapsStatus mipMapsStatus) |
| : GrSurface(gpu, dimensions, info.fProtected) |
| , GrD3DTextureResource(info, state) |
| , GrD3DTexture(gpu, dimensions, info, state, mipMapsStatus) |
| , GrD3DRenderTarget(gpu, dimensions, sampleCnt, info, state, msaaInfo, |
| std::move(msaaState), colorRenderTargetView, resolveRenderTargetView) { |
| SkASSERT(info.fProtected == msaaInfo.fProtected); |
| this->registerWithCache(budgeted); |
| } |
| |
| GrD3DTextureRenderTarget::GrD3DTextureRenderTarget( |
| GrD3DGpu* gpu, SkBudgeted budgeted, SkISize dimensions, |
| const GrD3DTextureResourceInfo& info, sk_sp<GrD3DResourceState> state, |
| const D3D12_CPU_DESCRIPTOR_HANDLE& renderTargetView, |
| GrMipMapsStatus mipMapsStatus) |
| : GrSurface(gpu, dimensions, info.fProtected) |
| , GrD3DTextureResource(info, state) |
| , GrD3DTexture(gpu, dimensions, info, state, mipMapsStatus) |
| , GrD3DRenderTarget(gpu, dimensions, info, state, renderTargetView) { |
| this->registerWithCache(budgeted); |
| } |
| |
| GrD3DTextureRenderTarget::GrD3DTextureRenderTarget( |
| GrD3DGpu* gpu, SkISize dimensions, int sampleCnt, |
| const GrD3DTextureResourceInfo& info, sk_sp<GrD3DResourceState> state, |
| const GrD3DTextureResourceInfo& msaaInfo, sk_sp<GrD3DResourceState> msaaState, |
| const D3D12_CPU_DESCRIPTOR_HANDLE& colorRenderTargetView, |
| const D3D12_CPU_DESCRIPTOR_HANDLE& resolveRenderTargetView, |
| GrMipMapsStatus mipMapsStatus, |
| GrWrapCacheable cacheable) |
| : GrSurface(gpu, dimensions, info.fProtected) |
| , GrD3DTextureResource(info, state) |
| , GrD3DTexture(gpu, dimensions, info, state, mipMapsStatus) |
| , GrD3DRenderTarget(gpu, dimensions, sampleCnt, info, state, msaaInfo, |
| std::move(msaaState), colorRenderTargetView, resolveRenderTargetView) { |
| SkASSERT(info.fProtected == msaaInfo.fProtected); |
| this->registerWithCacheWrapped(cacheable); |
| } |
| |
| GrD3DTextureRenderTarget::GrD3DTextureRenderTarget( |
| GrD3DGpu* gpu, SkISize dimensions, |
| const GrD3DTextureResourceInfo& info, sk_sp<GrD3DResourceState> state, |
| const D3D12_CPU_DESCRIPTOR_HANDLE& renderTargetView, |
| GrMipMapsStatus mipMapsStatus, |
| GrWrapCacheable cacheable) |
| : GrSurface(gpu, dimensions, info.fProtected) |
| , GrD3DTextureResource(info, state) |
| , GrD3DTexture(gpu, dimensions, info, state, mipMapsStatus) |
| , GrD3DRenderTarget(gpu, dimensions, info, state, renderTargetView) { |
| this->registerWithCacheWrapped(cacheable); |
| } |
| |
| static std::pair<GrD3DTextureResourceInfo, sk_sp<GrD3DResourceState>> create_msaa_resource( |
| GrD3DGpu* gpu, SkISize dimensions, int sampleCnt, const GrD3DTextureResourceInfo& info) { |
| GrD3DTextureResourceInfo msInfo; |
| sk_sp<GrD3DResourceState> msState; |
| |
| // create msaa surface |
| D3D12_RESOURCE_DESC msTextureDesc = {}; |
| msTextureDesc.Dimension = D3D12_RESOURCE_DIMENSION_TEXTURE2D; |
| msTextureDesc.Alignment = 0; // Default alignment (64KB) |
| msTextureDesc.Width = dimensions.fWidth; |
| msTextureDesc.Height = dimensions.fHeight; |
| msTextureDesc.DepthOrArraySize = 1; |
| msTextureDesc.MipLevels = 1; |
| msTextureDesc.Format = info.fFormat; |
| msTextureDesc.SampleDesc.Count = sampleCnt; |
| // quality levels are only supported for tiled resources so ignore for now |
| msTextureDesc.SampleDesc.Quality = GrD3DTextureResource::kDefaultQualityLevel; |
| msTextureDesc.Layout = D3D12_TEXTURE_LAYOUT_UNKNOWN; // Use default for dxgi format |
| msTextureDesc.Flags = D3D12_RESOURCE_FLAG_ALLOW_RENDER_TARGET; |
| |
| D3D12_CLEAR_VALUE clearValue = {}; |
| clearValue.Format = info.fFormat; |
| clearValue.Color[0] = 1; |
| clearValue.Color[1] = 1; |
| clearValue.Color[2] = 1; |
| clearValue.Color[3] = 1; |
| |
| if (!GrD3DTextureResource::InitTextureResourceInfo(gpu, msTextureDesc, |
| D3D12_RESOURCE_STATE_RENDER_TARGET, |
| info.fProtected, &clearValue, &msInfo)) { |
| return {}; |
| } |
| |
| msState.reset(new GrD3DResourceState( |
| static_cast<D3D12_RESOURCE_STATES>(msInfo.fResourceState))); |
| |
| return std::make_pair(msInfo, msState); |
| } |
| |
| sk_sp<GrD3DTextureRenderTarget> GrD3DTextureRenderTarget::MakeNewTextureRenderTarget( |
| GrD3DGpu* gpu, |
| SkBudgeted budgeted, |
| SkISize dimensions, |
| int sampleCnt, |
| const D3D12_RESOURCE_DESC& resourceDesc, |
| GrProtected isProtected, |
| GrMipMapsStatus mipMapsStatus) { |
| |
| GrD3DTextureResourceInfo info; |
| D3D12_RESOURCE_STATES initialState = sampleCnt > 1 ? D3D12_RESOURCE_STATE_RESOLVE_DEST |
| : D3D12_RESOURCE_STATE_RENDER_TARGET; |
| |
| D3D12_CLEAR_VALUE clearValue = {}; |
| clearValue.Format = resourceDesc.Format; |
| clearValue.Color[0] = 1; |
| clearValue.Color[1] = 1; |
| clearValue.Color[2] = 1; |
| clearValue.Color[3] = 1; |
| |
| if (!GrD3DTextureResource::InitTextureResourceInfo(gpu, resourceDesc, initialState, |
| isProtected, &clearValue, &info)) { |
| return nullptr; |
| } |
| sk_sp<GrD3DResourceState> state(new GrD3DResourceState( |
| static_cast<D3D12_RESOURCE_STATES>(info.fResourceState))); |
| |
| const D3D12_CPU_DESCRIPTOR_HANDLE renderTargetView = |
| gpu->resourceProvider().createRenderTargetView(info.fResource.get()); |
| |
| if (sampleCnt > 1) { |
| GrD3DTextureResourceInfo msInfo; |
| sk_sp<GrD3DResourceState> msState; |
| |
| std::tie(msInfo, msState) = create_msaa_resource(gpu, dimensions, sampleCnt, info); |
| |
| const D3D12_CPU_DESCRIPTOR_HANDLE msaaRenderTargetView = |
| gpu->resourceProvider().createRenderTargetView(msInfo.fResource.get()); |
| |
| GrD3DTextureRenderTarget* trt = new GrD3DTextureRenderTarget( |
| gpu, budgeted, dimensions, sampleCnt, info, std::move(state), |
| msInfo, std::move(msState), msaaRenderTargetView, renderTargetView, mipMapsStatus); |
| return sk_sp<GrD3DTextureRenderTarget>(trt); |
| } else { |
| GrD3DTextureRenderTarget* trt = new GrD3DTextureRenderTarget( |
| gpu, budgeted, dimensions, info, std::move(state), renderTargetView, mipMapsStatus); |
| return sk_sp<GrD3DTextureRenderTarget>(trt); |
| } |
| } |
| |
| sk_sp<GrD3DTextureRenderTarget> GrD3DTextureRenderTarget::MakeWrappedTextureRenderTarget( |
| GrD3DGpu* gpu, |
| SkISize dimensions, |
| int sampleCnt, |
| GrWrapCacheable cacheable, |
| const GrD3DTextureResourceInfo& info, |
| sk_sp<GrD3DResourceState> state) { |
| // TODO: If a client uses their own heap to allocate, how do we manage that? |
| // Adopted textures require both image and allocation because we're responsible for freeing |
| //SkASSERT(VK_NULL_HANDLE != info.fImage && |
| // (kBorrow_GrWrapOwnership == wrapOwnership || VK_NULL_HANDLE != info.fAlloc.fMemory)); |
| |
| GrMipMapsStatus mipMapsStatus = info.fLevelCount > 1 ? GrMipMapsStatus::kDirty |
| : GrMipMapsStatus::kNotAllocated; |
| |
| const D3D12_CPU_DESCRIPTOR_HANDLE renderTargetView = |
| gpu->resourceProvider().createRenderTargetView(info.fResource.get()); |
| |
| if (sampleCnt > 1) { |
| GrD3DTextureResourceInfo msInfo; |
| sk_sp<GrD3DResourceState> msState; |
| |
| std::tie(msInfo, msState) = create_msaa_resource(gpu, dimensions, sampleCnt, info); |
| const D3D12_CPU_DESCRIPTOR_HANDLE msaaRenderTargetView = |
| gpu->resourceProvider().createRenderTargetView(msInfo.fResource.get()); |
| |
| GrD3DTextureRenderTarget* trt = new GrD3DTextureRenderTarget( |
| gpu, dimensions, sampleCnt, info, std::move(state), msInfo, std::move(msState), |
| msaaRenderTargetView, renderTargetView, mipMapsStatus, cacheable); |
| return sk_sp<GrD3DTextureRenderTarget>(trt); |
| } else { |
| return sk_sp<GrD3DTextureRenderTarget>(new GrD3DTextureRenderTarget( |
| gpu, dimensions, info, std::move(state), renderTargetView, mipMapsStatus, |
| cacheable)); |
| } |
| } |
| |
| size_t GrD3DTextureRenderTarget::onGpuMemorySize() const { |
| int numColorSamples = this->numSamples(); |
| if (numColorSamples > 1) { |
| // Add one to account for the resolve VkImage. |
| ++numColorSamples; |
| } |
| const GrCaps& caps = *this->getGpu()->caps(); |
| return GrSurface::ComputeSize(caps, this->backendFormat(), this->dimensions(), |
| numColorSamples, // TODO: this still correct? |
| this->texturePriv().mipMapped()); |
| } |