skia2/include/gpu/GrBackendSurface.h
Greg Daniel cc7ec24ca8 Move backend surface vk getters and setters back out from behind compile flag.
Chrome uses these and they don't guard their code so we have to leave them
available.

Change-Id: I3bb1d0830a42e18adcf682062ec9fdf5594e7098
Reviewed-on: https://skia-review.googlesource.com/c/skia/+/292961
Commit-Queue: Greg Daniel <egdaniel@google.com>
Commit-Queue: Brian Salomon <bsalomon@google.com>
Commit-Queue: Robert Phillips <robertphillips@google.com>
Auto-Submit: Greg Daniel <egdaniel@google.com>
Reviewed-by: Brian Salomon <bsalomon@google.com>
Reviewed-by: Robert Phillips <robertphillips@google.com>
2020-05-29 19:18:46 +00:00

585 lines
19 KiB
C++

/*
* Copyright 2017 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#ifndef GrBackendSurface_DEFINED
#define GrBackendSurface_DEFINED
#include "include/gpu/GrBackendSurfaceMutableState.h"
#include "include/gpu/GrTypes.h"
#include "include/gpu/gl/GrGLTypes.h"
#include "include/gpu/mock/GrMockTypes.h"
#include "include/gpu/vk/GrVkTypes.h"
#include "include/private/GrGLTypesPriv.h"
#include "include/private/GrVkTypesPriv.h"
#ifdef SK_DAWN
#include "include/gpu/dawn/GrDawnTypes.h"
#endif
class GrBackendSurfaceMutableStateImpl;
class GrVkImageLayout;
class GrGLTextureParameters;
#ifdef SK_DAWN
#include "dawn/webgpu_cpp.h"
#endif
#ifdef SK_METAL
#include "include/gpu/mtl/GrMtlTypes.h"
#endif
#ifdef SK_DIRECT3D
#include "include/gpu/d3d/GrD3DTypesMinimal.h"
#include "include/private/GrD3DTypesPriv.h"
class GrD3DResourceState;
#endif
#if GR_TEST_UTILS
class SkString;
#endif
#if !SK_SUPPORT_GPU
// SkSurfaceCharacterization always needs a minimal version of this
class SK_API GrBackendFormat {
public:
bool isValid() const { return false; }
};
// SkSurface and SkImage rely on a minimal version of these always being available
class SK_API GrBackendTexture {
public:
GrBackendTexture() {}
bool isValid() const { return false; }
};
class SK_API GrBackendRenderTarget {
public:
GrBackendRenderTarget() {}
bool isValid() const { return false; }
bool isFramebufferOnly() const { return false; }
};
#else
enum class GrGLFormat;
class SK_API GrBackendFormat {
public:
// Creates an invalid backend format.
GrBackendFormat() {}
GrBackendFormat(const GrBackendFormat&);
GrBackendFormat& operator=(const GrBackendFormat&);
static GrBackendFormat MakeGL(GrGLenum format, GrGLenum target) {
return GrBackendFormat(format, target);
}
static GrBackendFormat MakeVk(VkFormat format) {
return GrBackendFormat(format, GrVkYcbcrConversionInfo());
}
static GrBackendFormat MakeVk(const GrVkYcbcrConversionInfo& ycbcrInfo);
#ifdef SK_DAWN
static GrBackendFormat MakeDawn(wgpu::TextureFormat format) {
return GrBackendFormat(format);
}
#endif
#ifdef SK_METAL
static GrBackendFormat MakeMtl(GrMTLPixelFormat format) {
return GrBackendFormat(format);
}
#endif
#ifdef SK_DIRECT3D
static GrBackendFormat MakeDxgi(DXGI_FORMAT format) {
return GrBackendFormat(format);
}
#endif
static GrBackendFormat MakeMock(GrColorType colorType, SkImage::CompressionType compression);
bool operator==(const GrBackendFormat& that) const;
bool operator!=(const GrBackendFormat& that) const { return !(*this == that); }
GrBackendApi backend() const { return fBackend; }
GrTextureType textureType() const { return fTextureType; }
/**
* Gets the channels present in the format as a bitfield of SkColorChannelFlag values.
* Luminance channels are reported as kGray_SkColorChannelFlag.
*/
uint32_t channelMask() const;
/**
* If the backend API is GL this gets the format as a GrGLFormat. Otherwise, returns
* GrGLFormat::kUnknown.
*/
GrGLFormat asGLFormat() const;
/**
* If the backend API is Vulkan this gets the format as a VkFormat and returns true. Otherwise,
* returns false.
*/
bool asVkFormat(VkFormat*) const;
const GrVkYcbcrConversionInfo* getVkYcbcrConversionInfo() const;
#ifdef SK_DAWN
/**
* If the backend API is Dawn this gets the format as a wgpu::TextureFormat and returns true.
* Otherwise, returns false.
*/
bool asDawnFormat(wgpu::TextureFormat*) const;
#endif
#ifdef SK_METAL
/**
* If the backend API is Metal this gets the format as a GrMtlPixelFormat. Otherwise,
* Otherwise, returns MTLPixelFormatInvalid.
*/
GrMTLPixelFormat asMtlFormat() const;
#endif
#ifdef SK_DIRECT3D
/**
* If the backend API is Direct3D this gets the format as a DXGI_FORMAT and returns true.
* Otherwise, returns false.
*/
bool asDxgiFormat(DXGI_FORMAT*) const;
#endif
/**
* If the backend API is not Mock these two calls will return kUnknown and kNone, respectively.
* Otherwise, if the compression type is kNone then the GrColorType will be valid. If the
* compression type is anything other then kNone than the GrColorType will be kUnknown.
*/
GrColorType asMockColorType() const;
SkImage::CompressionType asMockCompressionType() const;
// If possible, copies the GrBackendFormat and forces the texture type to be Texture2D. If the
// GrBackendFormat was for Vulkan and it originally had a GrVkYcbcrConversionInfo, we will
// remove the conversion and set the format to be VK_FORMAT_R8G8B8A8_UNORM.
GrBackendFormat makeTexture2D() const;
// Returns true if the backend format has been initialized.
bool isValid() const { return fValid; }
#if GR_TEST_UTILS
SkString toStr() const;
#endif
private:
GrBackendFormat(GrGLenum format, GrGLenum target);
GrBackendFormat(const VkFormat vkFormat, const GrVkYcbcrConversionInfo&);
#ifdef SK_DAWN
GrBackendFormat(wgpu::TextureFormat format);
#endif
#ifdef SK_METAL
GrBackendFormat(const GrMTLPixelFormat mtlFormat);
#endif
#ifdef SK_DIRECT3D
GrBackendFormat(DXGI_FORMAT dxgiFormat);
#endif
GrBackendFormat(GrColorType, SkImage::CompressionType);
GrBackendApi fBackend = GrBackendApi::kMock;
bool fValid = false;
union {
GrGLenum fGLFormat; // the sized, internal format of the GL resource
struct {
VkFormat fFormat;
GrVkYcbcrConversionInfo fYcbcrConversionInfo;
} fVk;
#ifdef SK_DAWN
wgpu::TextureFormat fDawnFormat;
#endif
#ifdef SK_METAL
GrMTLPixelFormat fMtlFormat;
#endif
#ifdef SK_DIRECT3D
DXGI_FORMAT fDxgiFormat;
#endif
struct {
GrColorType fColorType;
SkImage::CompressionType fCompressionType;
} fMock;
};
GrTextureType fTextureType = GrTextureType::kNone;
};
class SK_API GrBackendTexture {
public:
// Creates an invalid backend texture.
GrBackendTexture();
// The GrGLTextureInfo must have a valid fFormat.
GrBackendTexture(int width,
int height,
GrMipMapped,
const GrGLTextureInfo& glInfo);
#ifdef SK_VULKAN
GrBackendTexture(int width,
int height,
const GrVkImageInfo& vkInfo);
#endif
#ifdef SK_METAL
GrBackendTexture(int width,
int height,
GrMipMapped,
const GrMtlTextureInfo& mtlInfo);
#endif
#ifdef SK_DIRECT3D
GrBackendTexture(int width,
int height,
const GrD3DTextureResourceInfo& d3dInfo);
#endif
#ifdef SK_DAWN
GrBackendTexture(int width,
int height,
const GrDawnTextureInfo& dawnInfo);
#endif
GrBackendTexture(int width,
int height,
GrMipMapped,
const GrMockTextureInfo& mockInfo);
GrBackendTexture(const GrBackendTexture& that);
~GrBackendTexture();
GrBackendTexture& operator=(const GrBackendTexture& that);
SkISize dimensions() const { return {fWidth, fHeight}; }
int width() const { return fWidth; }
int height() const { return fHeight; }
bool hasMipMaps() const { return GrMipMapped::kYes == fMipMapped; }
GrBackendApi backend() const {return fBackend; }
// If the backend API is GL, copies a snapshot of the GrGLTextureInfo struct into the passed in
// pointer and returns true. Otherwise returns false if the backend API is not GL.
bool getGLTextureInfo(GrGLTextureInfo*) const;
// Call this to indicate that the texture parameters have been modified in the GL context
// externally to GrContext.
void glTextureParametersModified();
#ifdef SK_DAWN
// If the backend API is Dawn, copies a snapshot of the GrDawnTextureInfo struct into the passed
// in pointer and returns true. Otherwise returns false if the backend API is not Dawn.
bool getDawnTextureInfo(GrDawnTextureInfo*) const;
#endif
// If the backend API is Vulkan, copies a snapshot of the GrVkImageInfo struct into the passed
// in pointer and returns true. This snapshot will set the fImageLayout to the current layout
// state. Otherwise returns false if the backend API is not Vulkan.
bool getVkImageInfo(GrVkImageInfo*) const;
// Anytime the client changes the VkImageLayout of the VkImage captured by this
// GrBackendTexture, they must call this function to notify Skia of the changed layout.
void setVkImageLayout(VkImageLayout);
#ifdef SK_METAL
// If the backend API is Metal, copies a snapshot of the GrMtlTextureInfo struct into the passed
// in pointer and returns true. Otherwise returns false if the backend API is not Metal.
bool getMtlTextureInfo(GrMtlTextureInfo*) const;
#endif
#ifdef SK_DIRECT3D
// If the backend API is Direct3D, copies a snapshot of the GrD3DTextureResourceInfo struct into
// the passed in pointer and returns true. This snapshot will set the fResourceState to the
// current resource state. Otherwise returns false if the backend API is not D3D.
bool getD3DTextureResourceInfo(GrD3DTextureResourceInfo*) const;
// Anytime the client changes the D3D12_RESOURCE_STATES of the D3D12_RESOURCE captured by this
// GrBackendTexture, they must call this function to notify Skia of the changed layout.
void setD3DResourceState(GrD3DResourceStateEnum);
#endif
// Get the GrBackendFormat for this texture (or an invalid format if this is not valid).
GrBackendFormat getBackendFormat() const;
// If the backend API is Mock, copies a snapshot of the GrMockTextureInfo struct into the passed
// in pointer and returns true. Otherwise returns false if the backend API is not Mock.
bool getMockTextureInfo(GrMockTextureInfo*) const;
// If the client changes any of the mutable backend of the GrBackendTexture they should call
// this function to inform Skia that those values have changed. The backend API specific state
// that can be set from this function are:
//
// Vulkan: VkImageLayout and QueueFamilyIndex
void setMutableState(const GrBackendSurfaceMutableState&);
// Returns true if we are working with protected content.
bool isProtected() const;
// Returns true if the backend texture has been initialized.
bool isValid() const { return fIsValid; }
// Returns true if both textures are valid and refer to the same API texture.
bool isSameTexture(const GrBackendTexture&);
#if GR_TEST_UTILS
static bool TestingOnly_Equals(const GrBackendTexture& , const GrBackendTexture&);
#endif
private:
friend class GrVkGpu; // for getMutableState
sk_sp<GrBackendSurfaceMutableStateImpl> getMutableState() const;
#ifdef SK_GL
friend class GrGLTexture;
friend class GrGLGpu; // for getGLTextureParams
GrBackendTexture(int width,
int height,
GrMipMapped,
const GrGLTextureInfo,
sk_sp<GrGLTextureParameters>);
sk_sp<GrGLTextureParameters> getGLTextureParams() const;
#endif
#ifdef SK_VULKAN
friend class GrVkTexture;
GrBackendTexture(int width,
int height,
const GrVkImageInfo& vkInfo,
sk_sp<GrBackendSurfaceMutableStateImpl> mutableState);
#endif
#ifdef SK_DIRECT3D
friend class GrD3DTexture;
friend class GrD3DGpu; // for getGrD3DResourceState
GrBackendTexture(int width,
int height,
const GrD3DTextureResourceInfo& vkInfo,
sk_sp<GrD3DResourceState> state);
sk_sp<GrD3DResourceState> getGrD3DResourceState() const;
#endif
// Free and release and resources being held by the GrBackendTexture.
void cleanup();
bool fIsValid;
int fWidth; //<! width in pixels
int fHeight; //<! height in pixels
GrMipMapped fMipMapped;
GrBackendApi fBackend;
union {
#ifdef SK_GL
GrGLBackendTextureInfo fGLInfo;
#endif
GrVkBackendSurfaceInfo fVkInfo;
GrMockTextureInfo fMockInfo;
#ifdef SK_DIRECT3D
GrD3DBackendSurfaceInfo fD3DInfo;
#endif
};
#ifdef SK_METAL
GrMtlTextureInfo fMtlInfo;
#endif
#ifdef SK_DAWN
GrDawnTextureInfo fDawnInfo;
#endif
sk_sp<GrBackendSurfaceMutableStateImpl> fMutableState;
};
class SK_API GrBackendRenderTarget {
public:
// Creates an invalid backend texture.
GrBackendRenderTarget();
// The GrGLTextureInfo must have a valid fFormat.
GrBackendRenderTarget(int width,
int height,
int sampleCnt,
int stencilBits,
const GrGLFramebufferInfo& glInfo);
#ifdef SK_DAWN
GrBackendRenderTarget(int width,
int height,
int sampleCnt,
int stencilBits,
const GrDawnRenderTargetInfo& dawnInfo);
#endif
#ifdef SK_VULKAN
/** Deprecated, use version that does not take stencil bits. */
GrBackendRenderTarget(int width,
int height,
int sampleCnt,
int stencilBits,
const GrVkImageInfo& vkInfo);
GrBackendRenderTarget(int width, int height, int sampleCnt, const GrVkImageInfo& vkInfo);
#endif
#ifdef SK_METAL
GrBackendRenderTarget(int width,
int height,
int sampleCnt,
const GrMtlTextureInfo& mtlInfo);
#endif
#ifdef SK_DIRECT3D
GrBackendRenderTarget(int width,
int height,
int sampleCnt,
const GrD3DTextureResourceInfo& d3dInfo);
#endif
GrBackendRenderTarget(int width,
int height,
int sampleCnt,
int stencilBits,
const GrMockRenderTargetInfo& mockInfo);
~GrBackendRenderTarget();
GrBackendRenderTarget(const GrBackendRenderTarget& that);
GrBackendRenderTarget& operator=(const GrBackendRenderTarget&);
SkISize dimensions() const { return {fWidth, fHeight}; }
int width() const { return fWidth; }
int height() const { return fHeight; }
int sampleCnt() const { return fSampleCnt; }
int stencilBits() const { return fStencilBits; }
GrBackendApi backend() const {return fBackend; }
bool isFramebufferOnly() const { return fFramebufferOnly; }
// If the backend API is GL, copies a snapshot of the GrGLFramebufferInfo struct into the passed
// in pointer and returns true. Otherwise returns false if the backend API is not GL.
bool getGLFramebufferInfo(GrGLFramebufferInfo*) const;
#ifdef SK_DAWN
// If the backend API is Dawn, copies a snapshot of the GrDawnRenderTargetInfo struct into the
// passed-in pointer and returns true. Otherwise returns false if the backend API is not Dawn.
bool getDawnRenderTargetInfo(GrDawnRenderTargetInfo*) const;
#endif
// If the backend API is Vulkan, copies a snapshot of the GrVkImageInfo struct into the passed
// in pointer and returns true. This snapshot will set the fImageLayout to the current layout
// state. Otherwise returns false if the backend API is not Vulkan.
bool getVkImageInfo(GrVkImageInfo*) const;
// Anytime the client changes the VkImageLayout of the VkImage captured by this
// GrBackendRenderTarget, they must call this function to notify Skia of the changed layout.
void setVkImageLayout(VkImageLayout);
#ifdef SK_METAL
// If the backend API is Metal, copies a snapshot of the GrMtlTextureInfo struct into the passed
// in pointer and returns true. Otherwise returns false if the backend API is not Metal.
bool getMtlTextureInfo(GrMtlTextureInfo*) const;
#endif
#ifdef SK_DIRECT3D
// If the backend API is Direct3D, copies a snapshot of the GrMtlTextureInfo struct into the
// passed in pointer and returns true. Otherwise returns false if the backend API is not D3D.
bool getD3DTextureResourceInfo(GrD3DTextureResourceInfo*) const;
// Anytime the client changes the D3D12_RESOURCE_STATES of the D3D12_RESOURCE captured by this
// GrBackendTexture, they must call this function to notify Skia of the changed layout.
void setD3DResourceState(GrD3DResourceStateEnum);
#endif
// Get the GrBackendFormat for this render target (or an invalid format if this is not valid).
GrBackendFormat getBackendFormat() const;
// If the backend API is Mock, copies a snapshot of the GrMockTextureInfo struct into the passed
// in pointer and returns true. Otherwise returns false if the backend API is not Mock.
bool getMockRenderTargetInfo(GrMockRenderTargetInfo*) const;
// If the client changes any of the mutable backend of the GrBackendTexture they should call
// this function to inform Skia that those values have changed. The backend API specific state
// that can be set from this function are:
//
// Vulkan: VkImageLayout and QueueFamilyIndex
void setMutableState(const GrBackendSurfaceMutableState&);
// Returns true if we are working with protected content.
bool isProtected() const;
// Returns true if the backend texture has been initialized.
bool isValid() const { return fIsValid; }
#if GR_TEST_UTILS
static bool TestingOnly_Equals(const GrBackendRenderTarget&, const GrBackendRenderTarget&);
#endif
private:
friend class GrVkGpu; // for getMutableState
sk_sp<GrBackendSurfaceMutableStateImpl> getMutableState() const;
#ifdef SK_VULKAN
friend class GrVkRenderTarget;
GrBackendRenderTarget(int width, int height, int sampleCnt, const GrVkImageInfo& vkInfo,
sk_sp<GrBackendSurfaceMutableStateImpl> mutableState);
#endif
#ifdef SK_DIRECT3D
friend class GrD3DGpu;
friend class GrD3DRenderTarget;
GrBackendRenderTarget(int width, int height, int sampleCnt,
const GrD3DTextureResourceInfo& d3dInfo, sk_sp<GrD3DResourceState> state);
sk_sp<GrD3DResourceState> getGrD3DResourceState() const;
#endif
// Free and release and resources being held by the GrBackendTexture.
void cleanup();
bool fIsValid;
bool fFramebufferOnly = false;
int fWidth; //<! width in pixels
int fHeight; //<! height in pixels
int fSampleCnt;
int fStencilBits;
GrBackendApi fBackend;
union {
#ifdef SK_GL
GrGLFramebufferInfo fGLInfo;
#endif
GrVkBackendSurfaceInfo fVkInfo;
GrMockRenderTargetInfo fMockInfo;
#ifdef SK_DIRECT3D
GrD3DBackendSurfaceInfo fD3DInfo;
#endif
};
#ifdef SK_METAL
GrMtlTextureInfo fMtlInfo;
#endif
#ifdef SK_DAWN
GrDawnRenderTargetInfo fDawnInfo;
#endif
sk_sp<GrBackendSurfaceMutableStateImpl> fMutableState;
};
#endif
#endif