| /* |
| * Copyright 2020 Google LLC |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #ifndef GrD3DTextureResource_DEFINED |
| #define GrD3DTextureResource_DEFINED |
| |
| #include "include/core/SkTypes.h" |
| #include "include/gpu/GrBackendSurface.h" |
| #include "include/gpu/d3d/GrD3DTypes.h" |
| #include "include/private/GrTypesPriv.h" |
| #include "src/gpu/GrManagedResource.h" |
| #include "src/gpu/d3d/GrD3DResourceState.h" |
| |
| class GrD3DGpu; |
| |
| class GrD3DTextureResource : SkNoncopyable { |
| private: |
| class Resource; |
| |
| public: |
| GrD3DTextureResource(const GrD3DTextureResourceInfo& info, sk_sp<GrD3DResourceState> state) |
| : fInfo(info) |
| , fState(std::move(state)) |
| , fResource(new Resource(fInfo.fResource, info.fAlloc)) { |
| // gr_cp will implicitly ref the ID3D12Resource for us, so we don't need to worry about |
| // whether it's borrowed or not |
| } |
| virtual ~GrD3DTextureResource(); |
| |
| ID3D12Resource* d3dResource() const { |
| SkASSERT(fResource); |
| return fInfo.fResource.get(); |
| } |
| DXGI_FORMAT dxgiFormat() const { return fInfo.fFormat; } |
| GrBackendFormat getBackendFormat() const { |
| return GrBackendFormat::MakeDxgi(this->dxgiFormat()); |
| } |
| sk_sp<Resource> resource() const { |
| SkASSERT(fResource); |
| return fResource; |
| } |
| uint32_t mipLevels() const { return fInfo.fLevelCount; } |
| |
| sk_sp<GrD3DResourceState> grD3DResourceState() const { return fState; } |
| |
| D3D12_RESOURCE_STATES currentState() const { |
| return fState->getResourceState(); |
| } |
| |
| void setResourceState(const GrD3DGpu* gpu, D3D12_RESOURCE_STATES newResourceState, |
| unsigned int subresource = D3D12_RESOURCE_BARRIER_ALL_SUBRESOURCES); |
| |
| // Changes the layout to present |
| void prepareForPresent(GrD3DGpu* gpu); |
| |
| unsigned int sampleQualityPattern() const { return fInfo.fSampleQualityPattern; } |
| |
| // This simply updates our tracking of the resourceState and does not actually do any gpu work. |
| // Externally, primarily used for implicit changes in resourceState due to certain GPU commands. |
| void updateResourceState(D3D12_RESOURCE_STATES newState) { |
| SkASSERT(fResource); |
| fState->setResourceState(newState); |
| } |
| |
| static bool InitTextureResourceInfo(GrD3DGpu* gpu, const D3D12_RESOURCE_DESC& desc, |
| D3D12_RESOURCE_STATES initialState, GrProtected, |
| D3D12_CLEAR_VALUE*, GrD3DTextureResourceInfo*); |
| static std::pair<GrD3DTextureResourceInfo, sk_sp<GrD3DResourceState>> CreateMSAA( |
| GrD3DGpu* gpu, SkISize dimensions, int sampleCnt, const GrD3DTextureResourceInfo& info, |
| SkColor4f clearColor); |
| |
| void setResourceRelease(sk_sp<GrRefCntedCallback> releaseHelper); |
| |
| protected: |
| void releaseResource(GrD3DGpu* gpu); |
| |
| GrD3DTextureResourceInfo fInfo; |
| sk_sp<GrD3DResourceState> fState; |
| |
| private: |
| class Resource : public GrTextureResource { |
| public: |
| explicit Resource() |
| : fResource(nullptr) |
| , fAlloc(nullptr) { |
| } |
| |
| Resource(const gr_cp<ID3D12Resource>& textureResource, |
| const sk_sp<GrD3DAlloc>& alloc) |
| : fResource(textureResource) |
| , fAlloc(alloc) { |
| } |
| |
| ~Resource() override {} |
| |
| #ifdef SK_TRACE_MANAGED_RESOURCES |
| void dumpInfo() const override { |
| SkDebugf("GrD3DTextureResource: %p (%d refs)\n", fResource.get(), this->getRefCnt()); |
| } |
| #endif |
| |
| private: |
| void freeGPUData() const override; |
| |
| mutable gr_cp<ID3D12Resource> fResource; |
| mutable sk_sp<GrD3DAlloc> fAlloc; |
| |
| using INHERITED = GrTextureResource; |
| }; |
| |
| sk_sp<Resource> fResource; |
| |
| friend class GrD3DRenderTarget; |
| }; |
| |
| #endif |