154 lines
4.4 KiB
C++
154 lines
4.4 KiB
C++
/*
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* Copyright 2021 Google LLC
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef skgpu_graphite_BackendTexture_DEFINED
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#define skgpu_graphite_BackendTexture_DEFINED
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#include "include/core/SkRefCnt.h"
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#include "include/core/SkSize.h"
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#include "include/gpu/graphite/GraphiteTypes.h"
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#include "include/gpu/graphite/TextureInfo.h"
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#ifdef SK_DAWN
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#include "include/gpu/graphite/dawn/DawnTypes.h"
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#endif
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#ifdef SK_METAL
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#include "include/gpu/graphite/mtl/MtlTypes.h"
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#endif
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#ifdef SK_VULKAN
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#include "include/private/gpu/vk/SkiaVulkan.h"
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#endif
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namespace skgpu {
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class MutableTextureState;
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class MutableTextureStateRef;
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}
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namespace skgpu::graphite {
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class BackendTexture {
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public:
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BackendTexture();
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#ifdef SK_DAWN
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// Create a BackendTexture from a wgpu::Texture. Texture info will be
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// queried from the texture. Comparing to wgpu::TextureView,
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// SkImage::readPixels(), SkSurface::readPixels() and
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// SkSurface::writePixels() are implemented by direct buffer copy. They
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// should be more efficient. For wgpu::TextureView, those methods will use
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// create an intermediate wgpu::Texture, and use it to transfer pixels.
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// Note: for better performance, using wgpu::Texture IS RECOMMENDED.
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BackendTexture(wgpu::Texture texture);
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// Create a BackendTexture from a wgpu::TextureView. Texture dimensions and
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// info have to be provided.
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// Note: this method is for importing wgpu::TextureView from wgpu::SwapChain
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// only.
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BackendTexture(SkISize dimensions,
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const DawnTextureInfo& info,
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wgpu::TextureView textureView);
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#endif
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#ifdef SK_METAL
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// The BackendTexture will not call retain or release on the passed in MtlHandle. Thus the
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// client must keep the MtlHandle valid until they are no longer using the BackendTexture.
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BackendTexture(SkISize dimensions, MtlHandle mtlTexture);
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#endif
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#ifdef SK_VULKAN
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BackendTexture(SkISize dimensions,
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const VulkanTextureInfo&,
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VkImageLayout,
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uint32_t queueFamilyIndex,
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VkImage);
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#endif
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BackendTexture(const BackendTexture&);
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~BackendTexture();
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BackendTexture& operator=(const BackendTexture&);
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bool operator==(const BackendTexture&) const;
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bool operator!=(const BackendTexture& that) const { return !(*this == that); }
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bool isValid() const { return fInfo.isValid(); }
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BackendApi backend() const { return fInfo.backend(); }
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SkISize dimensions() const { return fDimensions; }
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const TextureInfo& info() const { return fInfo; }
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// If the client changes any of the mutable backend of the GrBackendTexture they should call
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// this function to inform Skia that those values have changed. The backend API specific state
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// that can be set from this function are:
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//
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// Vulkan: VkImageLayout and QueueFamilyIndex
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void setMutableState(const skgpu::MutableTextureState&);
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#ifdef SK_DAWN
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wgpu::Texture getDawnTexture() const;
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wgpu::TextureView getDawnTextureView() const;
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#endif
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#ifdef SK_METAL
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MtlHandle getMtlTexture() const;
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#endif
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#ifdef SK_VULKAN
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VkImage getVkImage() const;
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VkImageLayout getVkImageLayout() const;
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uint32_t getVkQueueFamilyIndex() const;
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#endif
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private:
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sk_sp<MutableTextureStateRef> mutableState() const;
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SkISize fDimensions;
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TextureInfo fInfo;
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sk_sp<MutableTextureStateRef> fMutableState;
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#ifdef SK_DAWN
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struct Dawn {
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Dawn(wgpu::Texture texture) : fTexture(std::move(texture)) {}
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Dawn(wgpu::TextureView textureView) : fTextureView(std::move(textureView)) {}
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bool operator==(const Dawn& that) const {
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return fTexture.Get() == that.fTexture.Get() &&
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fTextureView.Get() == that.fTextureView.Get();
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}
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bool operator!=(const Dawn& that) const {
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return !this->operator==(that);
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}
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Dawn& operator=(const Dawn& that) {
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fTexture = that.fTexture;
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fTextureView = that.fTextureView;
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return *this;
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}
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wgpu::Texture fTexture;
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wgpu::TextureView fTextureView;
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};
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#endif
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union {
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#ifdef SK_DAWN
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Dawn fDawn;
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#endif
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#ifdef SK_METAL
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MtlHandle fMtlTexture;
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#endif
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#ifdef SK_VULKAN
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VkImage fVkImage;
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#endif
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};
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};
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} // namespace skgpu::graphite
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#endif // skgpu_graphite_BackendTexture_DEFINED
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