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// Copyright 2019 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#ifndef GPU_COMMAND_BUFFER_SERVICE_SHARED_IMAGE_D3D_IMAGE_REPRESENTATION_H_
#define GPU_COMMAND_BUFFER_SERVICE_SHARED_IMAGE_D3D_IMAGE_REPRESENTATION_H_
#include "base/memory/raw_ptr.h"
#include "gpu/command_buffer/service/memory_tracking.h"
#include "gpu/command_buffer/service/shared_image/d3d_image_backing.h"
#include "gpu/command_buffer/service/shared_image/shared_image_representation.h"
#include "gpu/command_buffer/service/shared_image/skia_graphite_dawn_image_representation.h"
#include "gpu/command_buffer/service/texture_manager.h"
#include "ui/gl/buildflags.h"
namespace gpu {
// Representation of a D3DImageBacking as a GL TexturePassthrough.
class GLTexturePassthroughD3DImageRepresentation
: public GLTexturePassthroughImageRepresentation {
public:
GLTexturePassthroughD3DImageRepresentation(
SharedImageManager* manager,
SharedImageBacking* backing,
MemoryTypeTracker* tracker,
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device,
std::vector<scoped_refptr<D3DImageBacking::GLTextureHolder>>
texture_holders);
~GLTexturePassthroughD3DImageRepresentation() override;
bool NeedsSuspendAccessForDXGIKeyedMutex() const override;
const scoped_refptr<gles2::TexturePassthrough>& GetTexturePassthrough(
int plane_index) override;
void* GetEGLImage();
private:
bool BeginAccess(GLenum mode) override;
void EndAccess() override;
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device_;
// Holds a gles2::TexturePassthrough and corresponding egl image.
std::vector<scoped_refptr<D3DImageBacking::GLTextureHolder>>
gl_texture_holders_;
};
// Representation of a D3DImageBacking as a Dawn Texture
class DawnD3DImageRepresentation : public DawnImageRepresentation {
public:
DawnD3DImageRepresentation(SharedImageManager* manager,
SharedImageBacking* backing,
MemoryTypeTracker* tracker,
const wgpu::Device& device,
wgpu::BackendType backend_type,
std::vector<wgpu::TextureFormat> view_formats);
~DawnD3DImageRepresentation() override;
wgpu::Texture BeginAccess(wgpu::TextureUsage usage,
wgpu::TextureUsage internal_usage) override;
void EndAccess() override;
private:
const wgpu::Device device_;
const wgpu::BackendType backend_type_;
wgpu::Texture texture_;
std::vector<wgpu::TextureFormat> view_formats_;
};
class DawnD3DBufferRepresentation : public DawnBufferRepresentation {
public:
DawnD3DBufferRepresentation(SharedImageManager* manager,
SharedImageBacking* backing,
MemoryTypeTracker* tracker,
const wgpu::Device& device,
wgpu::BackendType backend_type);
~DawnD3DBufferRepresentation() override;
wgpu::Buffer BeginAccess(wgpu::BufferUsage usage) override;
void EndAccess() override;
private:
const wgpu::Device device_;
const wgpu::BackendType backend_type_;
wgpu::Buffer buffer_;
};
// Representation of a D3DImageBacking as an overlay.
class OverlayD3DImageRepresentation : public OverlayImageRepresentation {
public:
OverlayD3DImageRepresentation(
SharedImageManager* manager,
SharedImageBacking* backing,
MemoryTypeTracker* tracker,
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device);
~OverlayD3DImageRepresentation() override;
private:
bool BeginReadAccess(gfx::GpuFenceHandle& acquire_fence) override;
void EndReadAccess(gfx::GpuFenceHandle release_fence) override;
std::optional<gl::DCLayerOverlayImage> GetDCLayerOverlayImage() override;
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device_;
};
class D3D11VideoImageRepresentation : public VideoImageRepresentation {
public:
D3D11VideoImageRepresentation(
SharedImageManager* manager,
SharedImageBacking* backing,
MemoryTypeTracker* tracker,
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device,
Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture);
~D3D11VideoImageRepresentation() override;
private:
bool BeginWriteAccess() override;
void EndWriteAccess() override;
bool BeginReadAccess() override;
void EndReadAccess() override;
Microsoft::WRL::ComPtr<ID3D11Texture2D> GetD3D11Texture() const override;
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device_;
Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture_;
};
class D3D11VideoImageCopyRepresentation : public VideoImageRepresentation {
public:
// Creates a copy of a (D3D-backed) GL texture for use in video encode.
// This avoids expensive readback.
static std::unique_ptr<D3D11VideoImageCopyRepresentation> CreateFromGL(
GLuint gl_texture_id,
std::string_view debug_label,
ID3D11Device* d3d_device,
SharedImageManager* manager,
SharedImageBacking* backing,
MemoryTypeTracker* tracker);
static std::unique_ptr<D3D11VideoImageCopyRepresentation> CreateFromD3D(
SharedImageManager* manager,
SharedImageBacking* backing,
MemoryTypeTracker* tracker,
ID3D11Device* d3d_device,
ID3D11Texture2D* texture,
std::string_view debug_label,
ID3D11Device* texture_device);
D3D11VideoImageCopyRepresentation(
SharedImageManager* manager,
SharedImageBacking* backing,
MemoryTypeTracker* tracker,
Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture);
~D3D11VideoImageCopyRepresentation() override;
private:
bool BeginWriteAccess() override;
void EndWriteAccess() override;
bool BeginReadAccess() override;
void EndReadAccess() override;
Microsoft::WRL::ComPtr<ID3D11Texture2D> GetD3D11Texture() const override;
Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture_;
};
class D3DSkiaGraphiteDawnImageRepresentation
: public SkiaGraphiteDawnImageRepresentation {
public:
using SkiaGraphiteDawnImageRepresentation::
SkiaGraphiteDawnImageRepresentation;
~D3DSkiaGraphiteDawnImageRepresentation() override;
bool SupportsMultipleConcurrentReadAccess() override;
bool NeedGraphiteContextSubmitBeforeEndAccess() override;
private:
std::vector<scoped_refptr<GraphiteTextureHolder>> WrapBackendTextures(
wgpu::Texture texture,
std::vector<skgpu::graphite::BackendTexture> backend_textures) override;
};
} // namespace gpu
#endif // GPU_COMMAND_BUFFER_SERVICE_SHARED_IMAGE_D3D_IMAGE_REPRESENTATION_H_
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