Direct3D: add aliasing texture support
In D3D we can alias a resource's allocation and re-use it for another resource. For example, this is used in the mipmap generator when we have an sRGB texture. The sRGB formats can't be used in a UAV, but we can use an aliased texture with the corresponding linear format, and do the sRGB conversion in the compute shader. Change-Id: I6995cdecf5be36aafbed5c48e639c09f41ec4f8b Bug: skia:10446 Reviewed-on: https://skia-review.googlesource.com/c/skia/+/397996 Reviewed-by: Brian Salomon <bsalomon@google.com> Commit-Queue: Jim Van Verth <jvanverth@google.com>
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@ -166,6 +166,11 @@ public:
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D3D12_RESOURCE_STATES initialResourceState,
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sk_sp<GrD3DAlloc>* allocation,
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const D3D12_CLEAR_VALUE*) = 0;
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virtual gr_cp<ID3D12Resource> createAliasingResource(sk_sp<GrD3DAlloc>& allocation,
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uint64_t localOffset,
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const D3D12_RESOURCE_DESC*,
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D3D12_RESOURCE_STATES initialResourceState,
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const D3D12_CLEAR_VALUE*) = 0;
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};
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// Note: there is no notion of Borrowed or Adopted resources in the D3D backend,
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@ -46,3 +46,19 @@ gr_cp<ID3D12Resource> GrD3DAMDMemoryAllocator::createResource(
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allocation->reset(new Alloc(d3d12maAllocation));
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return resource;
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}
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gr_cp<ID3D12Resource> GrD3DAMDMemoryAllocator::createAliasingResource(
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sk_sp<GrD3DAlloc>& allocation, uint64_t localOffset,
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const D3D12_RESOURCE_DESC* resourceDesc, D3D12_RESOURCE_STATES initialResourceState,
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const D3D12_CLEAR_VALUE* clearValue) {
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Alloc* alloc = (Alloc*)allocation.get();
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gr_cp<ID3D12Resource> resource;
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HRESULT hr = fAllocator->CreateAliasingResource(alloc->fAllocation, localOffset, resourceDesc,
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initialResourceState, clearValue,
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IID_PPV_ARGS(&resource));
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if (!SUCCEEDED(hr)) {
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return nullptr;
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}
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return resource;
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}
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@ -31,6 +31,12 @@ public:
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sk_sp<GrD3DAlloc>* allocation,
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const D3D12_CLEAR_VALUE*) override;
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gr_cp<ID3D12Resource> createAliasingResource(sk_sp<GrD3DAlloc>& allocation,
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uint64_t localOffset,
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const D3D12_RESOURCE_DESC*,
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D3D12_RESOURCE_STATES initialResourceState,
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const D3D12_CLEAR_VALUE*) override;
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class Alloc : public GrD3DAlloc {
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public:
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Alloc(D3D12MA::Allocation* allocation) : fAllocation(allocation) {}
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@ -38,6 +44,7 @@ public:
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fAllocation->Release();
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}
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private:
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friend class GrD3DAMDMemoryAllocator;
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D3D12MA::Allocation* fAllocation;
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};
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@ -108,6 +108,31 @@ sk_sp<GrD3DTexture> GrD3DTexture::MakeWrappedTexture(GrD3DGpu* gpu,
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ioType));
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}
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sk_sp<GrD3DTexture> GrD3DTexture::MakeAliasingTexture(GrD3DGpu* gpu,
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sk_sp<GrD3DTexture> originalTexture,
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DXGI_FORMAT format) {
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GrD3DTextureResourceInfo info = originalTexture->fInfo;
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D3D12_RESOURCE_DESC desc = originalTexture->d3dResource()->GetDesc();
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desc.Format = format;
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info.fResource = gpu->memoryAllocator()->createAliasingResource(info.fAlloc, 0, &desc,
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info.fResourceState, nullptr);
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if (!info.fResource) {
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return false;
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}
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sk_sp<GrD3DResourceState> state(
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new GrD3DResourceState(static_cast<D3D12_RESOURCE_STATES>(info.fResourceState)));
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GrD3DDescriptorHeap::CPUHandle shaderResourceView =
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gpu->resourceProvider().createShaderResourceView(info.fResource.get());
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GrD3DTexture* tex = new GrD3DTexture(gpu, SkBudgeted::kNo, originalTexture->dimensions(),
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info, std::move(state), shaderResourceView,
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originalTexture->mipmapStatus());
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return sk_sp<GrD3DTexture>(tex);
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}
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void GrD3DTexture::onRelease() {
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GrD3DGpu* gpu = this->getD3DGpu();
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gpu->resourceProvider().recycleShaderView(fShaderResourceView);
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@ -30,6 +30,10 @@ public:
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const GrD3DTextureResourceInfo&,
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sk_sp<GrD3DResourceState>);
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static sk_sp<GrD3DTexture> MakeAliasingTexture(GrD3DGpu*,
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sk_sp<GrD3DTexture>,
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DXGI_FORMAT);
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~GrD3DTexture() override {}
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GrBackendTexture getBackendTexture() const override;
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