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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.
#include "gpu/command_buffer/service/shared_image/d3d_image_representation.h"
#include "gpu/command_buffer/common/constants.h"
#include "gpu/command_buffer/common/shared_image_usage.h"
#include "gpu/command_buffer/service/shared_image/d3d_image_backing.h"
#include "ui/gl/scoped_restore_texture.h"
namespace gpu {
GLTexturePassthroughD3DImageRepresentation::
GLTexturePassthroughD3DImageRepresentation(
SharedImageManager* manager,
SharedImageBacking* backing,
MemoryTypeTracker* tracker,
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device,
std::vector<scoped_refptr<D3DImageBacking::GLTextureHolder>>
gl_texture_holders)
: GLTexturePassthroughImageRepresentation(manager, backing, tracker),
d3d11_device_(std::move(d3d11_device)),
gl_texture_holders_(std::move(gl_texture_holders)) {}
GLTexturePassthroughD3DImageRepresentation::
~GLTexturePassthroughD3DImageRepresentation() = default;
bool GLTexturePassthroughD3DImageRepresentation::
NeedsSuspendAccessForDXGIKeyedMutex() const {
return static_cast<D3DImageBacking*>(backing())->has_keyed_mutex();
}
const scoped_refptr<gles2::TexturePassthrough>&
GLTexturePassthroughD3DImageRepresentation::GetTexturePassthrough(
int plane_index) {
return gl_texture_holders_[plane_index]->texture_passthrough();
}
void* GLTexturePassthroughD3DImageRepresentation::GetEGLImage() {
DCHECK(format().is_single_plane());
return gl_texture_holders_[0]->egl_image();
}
bool GLTexturePassthroughD3DImageRepresentation::BeginAccess(GLenum mode) {
D3DImageBacking* d3d_image_backing = static_cast<D3DImageBacking*>(backing());
const bool write_access =
mode == GL_SHARED_IMAGE_ACCESS_MODE_READWRITE_CHROMIUM;
if (!d3d_image_backing->BeginAccessD3D11(d3d11_device_, write_access)) {
return false;
}
for (auto& gl_texture_holder : gl_texture_holders_) {
// Bind GLImage to texture if it is necessary.
gl_texture_holder->BindEGLImageToTexture();
}
return true;
}
void GLTexturePassthroughD3DImageRepresentation::EndAccess() {
D3DImageBacking* d3d_image_backing = static_cast<D3DImageBacking*>(backing());
d3d_image_backing->EndAccessD3D11(d3d11_device_);
}
#if BUILDFLAG(USE_DAWN)
DawnD3DImageRepresentation::DawnD3DImageRepresentation(
SharedImageManager* manager,
SharedImageBacking* backing,
MemoryTypeTracker* tracker,
const wgpu::Device& device,
wgpu::BackendType backend_type)
: DawnImageRepresentation(manager, backing, tracker),
device_(device),
backend_type_(backend_type) {
DCHECK(device_);
}
DawnD3DImageRepresentation::~DawnD3DImageRepresentation() {
EndAccess();
}
wgpu::Texture DawnD3DImageRepresentation::BeginAccess(
wgpu::TextureUsage usage) {
D3DImageBacking* d3d_image_backing = static_cast<D3DImageBacking*>(backing());
texture_ = d3d_image_backing->BeginAccessDawn(device_, backend_type_, usage);
return texture_;
}
void DawnD3DImageRepresentation::EndAccess() {
if (!texture_)
return;
// Do this before further operations since those could end up destroying the
// Dawn device and we want the fence to be duplicated before then.
D3DImageBacking* d3d_image_backing = static_cast<D3DImageBacking*>(backing());
d3d_image_backing->EndAccessDawn(device_, texture_);
// All further operations on the textures are errors (they would be racy
// with other backings).
texture_.Destroy();
texture_ = nullptr;
}
#endif // BUILDFLAG(USE_DAWN)
OverlayD3DImageRepresentation::OverlayD3DImageRepresentation(
SharedImageManager* manager,
SharedImageBacking* backing,
MemoryTypeTracker* tracker,
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device)
: OverlayImageRepresentation(manager, backing, tracker),
d3d11_device_(std::move(d3d11_device)) {}
OverlayD3DImageRepresentation::~OverlayD3DImageRepresentation() = default;
bool OverlayD3DImageRepresentation::BeginReadAccess(
gfx::GpuFenceHandle& acquire_fence) {
return static_cast<D3DImageBacking*>(backing())->BeginAccessD3D11(
d3d11_device_, /*write_access=*/false);
}
void OverlayD3DImageRepresentation::EndReadAccess(
gfx::GpuFenceHandle release_fence) {
DCHECK(release_fence.is_null());
static_cast<D3DImageBacking*>(backing())->EndAccessD3D11(d3d11_device_);
}
absl::optional<gl::DCLayerOverlayImage>
OverlayD3DImageRepresentation::GetDCLayerOverlayImage() {
return static_cast<D3DImageBacking*>(backing())->GetDCLayerOverlayImage();
}
D3D11VideoDecodeImageRepresentation::D3D11VideoDecodeImageRepresentation(
SharedImageManager* manager,
SharedImageBacking* backing,
MemoryTypeTracker* tracker,
Microsoft::WRL::ComPtr<ID3D11Device> d3d11_device,
Microsoft::WRL::ComPtr<ID3D11Texture2D> d3d11_texture)
: VideoDecodeImageRepresentation(manager, backing, tracker),
d3d11_device_(std::move(d3d11_device)),
d3d11_texture_(std::move(d3d11_texture)) {}
D3D11VideoDecodeImageRepresentation::~D3D11VideoDecodeImageRepresentation() =
default;
bool D3D11VideoDecodeImageRepresentation::BeginWriteAccess() {
D3DImageBacking* d3d_image_backing = static_cast<D3DImageBacking*>(backing());
if (!d3d_image_backing->BeginAccessD3D11(d3d11_device_,
/*write_access=*/true)) {
return false;
}
return true;
}
void D3D11VideoDecodeImageRepresentation::EndWriteAccess() {
D3DImageBacking* d3d_image_backing = static_cast<D3DImageBacking*>(backing());
d3d_image_backing->EndAccessD3D11(d3d11_device_);
}
Microsoft::WRL::ComPtr<ID3D11Texture2D>
D3D11VideoDecodeImageRepresentation::GetD3D11Texture() const {
return d3d11_texture_;
}
} // namespace gpu