This adds initial support for ReBAR capable platforms. It ensures that when allocating buffers that should not be host visible, still tries to allocate in host visible memory. When there is space in this memory heap the buffer will be automatically mapped to host memory. When mapped staging buffers can be skipped when the buffer was newly created. In order to make better usage of ReBAR the `VKBuffer::create` function will need to be revisit. It currently hides to much options to allocate in the correct memory heap. This change isn't part of this PR. Using shader_balls.blend rendering the first 50 frames in main takes 1516ms. When using ReBAR it takes 1416ms. ``` Operating system: Linux-6.8.0-49-generic-x86_64-with-glibc2.39 64 Bits, X11 UI Graphics card: AMD Radeon Pro W7700 (RADV NAVI32) Advanced Micro Devices radv Mesa 24.3.1 - kisak-mesa PPA Vulkan Backend ``` Pull Request: https://projects.blender.org/blender/blender/pulls/131856
640 lines
23 KiB
C++
640 lines
23 KiB
C++
/* SPDX-FileCopyrightText: 2022 Blender Authors
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*
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* SPDX-License-Identifier: GPL-2.0-or-later */
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/** \file
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* \ingroup gpu
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*/
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#include "GPU_capabilities.hh"
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#include "vk_texture.hh"
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#include "vk_buffer.hh"
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#include "vk_context.hh"
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#include "vk_data_conversion.hh"
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#include "vk_framebuffer.hh"
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#include "vk_pixel_buffer.hh"
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#include "vk_shader.hh"
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#include "vk_shader_interface.hh"
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#include "vk_state_manager.hh"
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#include "vk_vertex_buffer.hh"
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#include "BLI_math_vector.hh"
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#include "BKE_global.hh"
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namespace blender::gpu {
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static VkImageAspectFlags to_vk_image_aspect_single_bit(const VkImageAspectFlags format,
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bool stencil)
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{
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switch (format) {
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case VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT:
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return (stencil) ? VK_IMAGE_ASPECT_STENCIL_BIT : VK_IMAGE_ASPECT_DEPTH_BIT;
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default:
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break;
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}
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return format;
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}
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VKTexture::~VKTexture()
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{
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if (vk_image_ != VK_NULL_HANDLE && allocation_ != VK_NULL_HANDLE) {
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VKDevice &device = VKBackend::get().device;
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device.discard_pool_for_current_thread().discard_image(vk_image_, allocation_);
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vk_image_ = VK_NULL_HANDLE;
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allocation_ = VK_NULL_HANDLE;
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}
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}
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void VKTexture::init(VkImage vk_image, VkImageLayout layout, eGPUTextureFormat texture_format)
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{
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vk_image_ = vk_image;
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current_layout_ = layout;
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format_ = texture_format;
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device_format_ = texture_format;
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}
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void VKTexture::generate_mipmap()
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{
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BLI_assert(!is_texture_view());
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if (mipmaps_ <= 1) {
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return;
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}
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/* Allow users to provide mipmaps stored in compressed textures.
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* Skip generating mipmaps to avoid overriding the existing ones. */
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if (format_flag_ & GPU_FORMAT_COMPRESSED) {
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return;
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}
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VKContext &context = *VKContext::get();
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render_graph::VKUpdateMipmapsNode::Data update_mipmaps = {};
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update_mipmaps.vk_image = vk_image_handle();
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update_mipmaps.l0_size = int3(1);
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mip_size_get(0, update_mipmaps.l0_size);
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if (ELEM(this->type_get(), GPU_TEXTURE_1D_ARRAY)) {
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update_mipmaps.l0_size.y = 1;
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update_mipmaps.l0_size.z = 1;
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}
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else if (ELEM(this->type_get(), GPU_TEXTURE_2D_ARRAY)) {
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update_mipmaps.l0_size.z = 1;
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}
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update_mipmaps.vk_image_aspect = to_vk_image_aspect_flag_bits(device_format_);
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update_mipmaps.mipmaps = mipmaps_;
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update_mipmaps.layer_count = vk_layer_count(1);
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context.render_graph.add_node(update_mipmaps);
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}
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void VKTexture::copy_to(VKTexture &dst_texture, VkImageAspectFlags vk_image_aspect)
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{
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render_graph::VKCopyImageNode::CreateInfo copy_image = {};
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copy_image.node_data.src_image = vk_image_handle();
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copy_image.node_data.dst_image = dst_texture.vk_image_handle();
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copy_image.node_data.region.srcSubresource.aspectMask = vk_image_aspect;
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copy_image.node_data.region.srcSubresource.mipLevel = 0;
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copy_image.node_data.region.srcSubresource.layerCount = vk_layer_count(1);
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copy_image.node_data.region.dstSubresource.aspectMask = vk_image_aspect;
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copy_image.node_data.region.dstSubresource.mipLevel = 0;
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copy_image.node_data.region.dstSubresource.layerCount = vk_layer_count(1);
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copy_image.node_data.region.extent = vk_extent_3d(0);
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copy_image.vk_image_aspect = to_vk_image_aspect_flag_bits(device_format_get());
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VKContext &context = *VKContext::get();
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context.render_graph.add_node(copy_image);
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}
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void VKTexture::copy_to(Texture *tex)
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{
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VKTexture *dst = unwrap(tex);
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VKTexture *src = this;
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BLI_assert(dst);
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BLI_assert(src->w_ == dst->w_ && src->h_ == dst->h_ && src->d_ == dst->d_);
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BLI_assert(src->device_format_ == dst->device_format_);
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BLI_assert(!is_texture_view());
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UNUSED_VARS_NDEBUG(src);
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copy_to(*dst, to_vk_image_aspect_flag_bits(device_format_));
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}
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void VKTexture::clear(eGPUDataFormat format, const void *data)
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{
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if (format == GPU_DATA_UINT_24_8) {
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float clear_depth = 0.0f;
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convert_host_to_device(
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&clear_depth, data, 1, format, GPU_DEPTH24_STENCIL8, GPU_DEPTH24_STENCIL8);
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clear_depth_stencil(GPU_DEPTH_BIT | GPU_STENCIL_BIT, clear_depth, 0u);
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return;
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}
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render_graph::VKClearColorImageNode::CreateInfo clear_color_image = {};
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clear_color_image.vk_clear_color_value = to_vk_clear_color_value(format, data);
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clear_color_image.vk_image = vk_image_handle();
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clear_color_image.vk_image_subresource_range.aspectMask = to_vk_image_aspect_flag_bits(
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device_format_);
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IndexRange layers = layer_range();
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clear_color_image.vk_image_subresource_range.baseArrayLayer = layers.start();
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clear_color_image.vk_image_subresource_range.layerCount = layers.size();
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IndexRange levels = mip_map_range();
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clear_color_image.vk_image_subresource_range.baseMipLevel = levels.start();
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clear_color_image.vk_image_subresource_range.levelCount = levels.size();
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VKContext &context = *VKContext::get();
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context.render_graph.add_node(clear_color_image);
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}
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void VKTexture::clear_depth_stencil(const eGPUFrameBufferBits buffers,
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float clear_depth,
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uint clear_stencil)
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{
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BLI_assert(buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT));
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VkImageAspectFlags vk_image_aspect_device = to_vk_image_aspect_flag_bits(device_format_get());
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VkImageAspectFlags vk_image_aspect = to_vk_image_aspect_flag_bits(
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buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT)) &
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vk_image_aspect_device;
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if (vk_image_aspect == VK_IMAGE_ASPECT_NONE) {
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/* Early exit: texture doesn't have any aspect that needs to be cleared. */
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return;
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}
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render_graph::VKClearDepthStencilImageNode::CreateInfo clear_depth_stencil_image = {};
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clear_depth_stencil_image.node_data.vk_image = vk_image_handle();
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clear_depth_stencil_image.vk_image_aspects = vk_image_aspect_device;
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clear_depth_stencil_image.node_data.vk_clear_depth_stencil_value.depth = clear_depth;
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clear_depth_stencil_image.node_data.vk_clear_depth_stencil_value.stencil = clear_stencil;
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clear_depth_stencil_image.node_data.vk_image_subresource_range.aspectMask = vk_image_aspect;
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clear_depth_stencil_image.node_data.vk_image_subresource_range.layerCount =
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VK_REMAINING_ARRAY_LAYERS;
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clear_depth_stencil_image.node_data.vk_image_subresource_range.levelCount =
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VK_REMAINING_MIP_LEVELS;
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VKContext &context = *VKContext::get();
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context.render_graph.add_node(clear_depth_stencil_image);
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}
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void VKTexture::swizzle_set(const char swizzle_mask[4])
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{
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memcpy(image_view_info_.swizzle, swizzle_mask, 4);
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}
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void VKTexture::mip_range_set(int min, int max)
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{
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mip_min_ = min;
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mip_max_ = max;
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}
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void VKTexture::read_sub(
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int mip, eGPUDataFormat format, const int region[6], const IndexRange layers, void *r_data)
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{
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const int3 extent = int3(region[3] - region[0], region[4] - region[1], region[5] - region[2]);
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size_t sample_len = extent.x * extent.y * extent.z * layers.size();
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/* Vulkan images cannot be directly mapped to host memory and requires a staging buffer. */
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VKBuffer staging_buffer;
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size_t device_memory_size = sample_len * to_bytesize(device_format_);
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staging_buffer.create(
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device_memory_size, GPU_USAGE_DYNAMIC, VK_BUFFER_USAGE_TRANSFER_DST_BIT, true);
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render_graph::VKCopyImageToBufferNode::CreateInfo copy_image_to_buffer = {};
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render_graph::VKCopyImageToBufferNode::Data &node_data = copy_image_to_buffer.node_data;
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node_data.src_image = vk_image_handle();
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node_data.dst_buffer = staging_buffer.vk_handle();
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node_data.region.imageOffset.x = region[0];
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node_data.region.imageOffset.y = region[1];
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node_data.region.imageOffset.z = region[2];
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node_data.region.imageExtent.width = extent.x;
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node_data.region.imageExtent.height = extent.y;
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node_data.region.imageExtent.depth = extent.z;
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VkImageAspectFlags vk_image_aspects = to_vk_image_aspect_flag_bits(device_format_);
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copy_image_to_buffer.vk_image_aspects = vk_image_aspects;
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node_data.region.imageSubresource.aspectMask = to_vk_image_aspect_single_bit(vk_image_aspects,
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false);
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node_data.region.imageSubresource.mipLevel = mip;
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node_data.region.imageSubresource.baseArrayLayer = layers.start();
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node_data.region.imageSubresource.layerCount = layers.size();
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VKContext &context = *VKContext::get();
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context.rendering_end();
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context.render_graph.add_node(copy_image_to_buffer);
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context.descriptor_set_get().upload_descriptor_sets();
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context.render_graph.submit_buffer_for_read(staging_buffer.vk_handle());
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convert_device_to_host(
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r_data, staging_buffer.mapped_memory_get(), sample_len, format, format_, device_format_);
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}
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void *VKTexture::read(int mip, eGPUDataFormat format)
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{
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BLI_assert(!(format_flag_ & GPU_FORMAT_COMPRESSED));
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int mip_size[3] = {1, 1, 1};
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VkImageType vk_image_type = to_vk_image_type(type_);
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mip_size_get(mip, mip_size);
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switch (vk_image_type) {
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case VK_IMAGE_TYPE_1D: {
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mip_size[1] = 1;
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mip_size[2] = 1;
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} break;
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case VK_IMAGE_TYPE_2D: {
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mip_size[2] = 1;
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} break;
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case VK_IMAGE_TYPE_3D:
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default:
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break;
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}
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if (mip_size[2] == 0) {
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mip_size[2] = 1;
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}
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IndexRange layers = IndexRange(layer_offset_, vk_layer_count(1));
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size_t sample_len = mip_size[0] * mip_size[1] * mip_size[2] * layers.size();
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size_t host_memory_size = sample_len * to_bytesize(format_, format);
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void *data = MEM_mallocN(host_memory_size, __func__);
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int region[6] = {0, 0, 0, mip_size[0], mip_size[1], mip_size[2]};
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read_sub(mip, format, region, layers, data);
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return data;
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}
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void VKTexture::update_sub(
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int mip, int offset_[3], int extent_[3], eGPUDataFormat format, const void *data)
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{
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BLI_assert(!is_texture_view());
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const bool is_compressed = (format_flag_ & GPU_FORMAT_COMPRESSED);
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int3 extent = int3(extent_[0], max_ii(extent_[1], 1), max_ii(extent_[2], 1));
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int3 offset = int3(offset_[0], offset_[1], offset_[2]);
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int layers = 1;
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int start_layer = 0;
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if (type_ & GPU_TEXTURE_1D) {
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layers = extent.y;
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start_layer = offset.y;
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extent.y = 1;
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extent.z = 1;
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offset.y = 0;
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offset.z = 0;
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}
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if (type_ & (GPU_TEXTURE_2D | GPU_TEXTURE_CUBE)) {
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layers = extent.z;
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start_layer = offset.z;
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extent.z = 1;
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offset.z = 0;
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}
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/* Vulkan images cannot be directly mapped to host memory and requires a staging buffer. */
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VKContext &context = *VKContext::get();
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size_t sample_len = size_t(extent.x) * extent.y * extent.z * layers;
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size_t device_memory_size = sample_len * to_bytesize(device_format_);
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if (is_compressed) {
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BLI_assert_msg(extent.z == 1, "Compressed 3D textures are not supported");
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size_t block_size = to_block_size(device_format_);
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size_t blocks_x = divide_ceil_u(extent.x, 4);
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size_t blocks_y = divide_ceil_u(extent.y, 4);
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device_memory_size = blocks_x * blocks_y * block_size;
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/* `convert_buffer` later on will use `sample_len * to_bytesize(device_format_)`
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* as total memory size calculation. Make that work for compressed case. */
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sample_len = device_memory_size / to_bytesize(device_format_);
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}
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VKBuffer staging_buffer;
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staging_buffer.create(
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device_memory_size, GPU_USAGE_DYNAMIC, VK_BUFFER_USAGE_TRANSFER_SRC_BIT, true);
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/* Rows are sequentially stored, when unpack row length is 0, or equal to the extent width. In
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* other cases we unpack the rows to reduce the size of the staging buffer and data transfer. */
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const uint texture_unpack_row_length =
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context.state_manager_get().texture_unpack_row_length_get();
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if (texture_unpack_row_length == 0 || texture_unpack_row_length == extent.x) {
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convert_host_to_device(
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staging_buffer.mapped_memory_get(), data, sample_len, format, format_, device_format_);
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}
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else {
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BLI_assert_msg(!is_compressed,
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"Compressed data with texture_unpack_row_length != 0 is not supported.");
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size_t dst_row_stride = extent.x * to_bytesize(device_format_);
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size_t src_row_stride = texture_unpack_row_length * to_bytesize(format_, format);
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uint8_t *dst_ptr = static_cast<uint8_t *>(staging_buffer.mapped_memory_get());
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const uint8_t *src_ptr = static_cast<const uint8_t *>(data);
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for (int x = 0; x < extent.x; x++) {
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convert_host_to_device(dst_ptr, src_ptr, extent.x, format, format_, device_format_);
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src_ptr += src_row_stride;
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dst_ptr += dst_row_stride;
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}
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}
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render_graph::VKCopyBufferToImageNode::CreateInfo copy_buffer_to_image = {};
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render_graph::VKCopyBufferToImageNode::Data &node_data = copy_buffer_to_image.node_data;
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node_data.src_buffer = staging_buffer.vk_handle();
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node_data.dst_image = vk_image_handle();
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node_data.region.imageExtent.width = extent.x;
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node_data.region.imageExtent.height = extent.y;
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node_data.region.imageExtent.depth = extent.z;
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node_data.region.imageOffset.x = offset.x;
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node_data.region.imageOffset.y = offset.y;
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node_data.region.imageOffset.z = offset.z;
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VkImageAspectFlags vk_image_aspects = to_vk_image_aspect_flag_bits(device_format_);
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copy_buffer_to_image.vk_image_aspects = vk_image_aspects;
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node_data.region.imageSubresource.aspectMask = to_vk_image_aspect_single_bit(vk_image_aspects,
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false);
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node_data.region.imageSubresource.mipLevel = mip;
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node_data.region.imageSubresource.baseArrayLayer = start_layer;
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node_data.region.imageSubresource.layerCount = layers;
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context.render_graph.add_node(copy_buffer_to_image);
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}
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void VKTexture::update_sub(int offset_[3],
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int extent_[3],
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eGPUDataFormat format,
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GPUPixelBuffer *pixbuf)
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{
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VKPixelBuffer &pixel_buffer = *unwrap(unwrap(pixbuf));
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update_sub(0, offset_, extent_, format, pixel_buffer.map());
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}
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uint VKTexture::gl_bindcode_get() const
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{
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/* TODO(fclem): Legacy. Should be removed at some point. */
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return 0;
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}
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bool VKTexture::init_internal()
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{
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const VKDevice &device = VKBackend::get().device;
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const VKWorkarounds &workarounds = device.workarounds_get();
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device_format_ = format_;
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if (device_format_ == GPU_DEPTH_COMPONENT24 && workarounds.not_aligned_pixel_formats) {
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device_format_ = GPU_DEPTH_COMPONENT32F;
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}
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if (device_format_ == GPU_DEPTH24_STENCIL8 && workarounds.not_aligned_pixel_formats) {
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device_format_ = GPU_DEPTH32F_STENCIL8;
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}
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/* R16G16F16 formats are typically not supported (<1%) but R16G16B16A16 is
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* typically supported (+90%). */
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if (device_format_ == GPU_RGB16F) {
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device_format_ = GPU_RGBA16F;
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}
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if (device_format_ == GPU_RGB32F) {
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device_format_ = GPU_RGBA32F;
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}
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if (!allocate()) {
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return false;
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}
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this->mip_range_set(0, mipmaps_ - 1);
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return true;
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}
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bool VKTexture::init_internal(VertBuf *vbo)
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{
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BLI_assert(source_buffer_ == nullptr);
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device_format_ = format_;
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source_buffer_ = unwrap(vbo);
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return true;
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}
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bool VKTexture::init_internal(GPUTexture *src, int mip_offset, int layer_offset, bool use_stencil)
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{
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BLI_assert(source_texture_ == nullptr);
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BLI_assert(src);
|
|
|
|
VKTexture *texture = unwrap(unwrap(src));
|
|
source_texture_ = texture;
|
|
device_format_ = texture->device_format_;
|
|
mip_min_ = mip_offset;
|
|
mip_max_ = mip_offset;
|
|
layer_offset_ = layer_offset;
|
|
use_stencil_ = use_stencil;
|
|
|
|
return true;
|
|
}
|
|
|
|
bool VKTexture::is_texture_view() const
|
|
{
|
|
return source_texture_ != nullptr;
|
|
}
|
|
|
|
static VkImageUsageFlags to_vk_image_usage(const eGPUTextureUsage usage,
|
|
const eGPUTextureFormatFlag format_flag)
|
|
{
|
|
VkImageUsageFlags result = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
|
|
VK_IMAGE_USAGE_SAMPLED_BIT;
|
|
if (usage & GPU_TEXTURE_USAGE_SHADER_READ) {
|
|
result |= VK_IMAGE_USAGE_STORAGE_BIT;
|
|
}
|
|
if (usage & GPU_TEXTURE_USAGE_SHADER_WRITE) {
|
|
result |= VK_IMAGE_USAGE_STORAGE_BIT;
|
|
}
|
|
if (usage & GPU_TEXTURE_USAGE_ATTACHMENT) {
|
|
if (format_flag & GPU_FORMAT_COMPRESSED) {
|
|
/* These formats aren't supported as an attachment. When using GPU_TEXTURE_USAGE_DEFAULT they
|
|
* are still being evaluated to be attachable. So we need to skip them. */
|
|
}
|
|
else {
|
|
if (format_flag & (GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL)) {
|
|
result |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
|
|
}
|
|
else {
|
|
result |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
|
|
const VKWorkarounds &workarounds = VKBackend::get().device.workarounds_get();
|
|
if (workarounds.dynamic_rendering) {
|
|
result |= VK_IMAGE_USAGE_INPUT_ATTACHMENT_BIT;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
if (usage & GPU_TEXTURE_USAGE_HOST_READ) {
|
|
result |= VK_IMAGE_USAGE_TRANSFER_SRC_BIT;
|
|
}
|
|
|
|
/* Disable some usages based on the given format flag to support more devices. */
|
|
if (format_flag & GPU_FORMAT_SRGB) {
|
|
/* NVIDIA devices don't create SRGB textures when it storage bit is set. */
|
|
result &= ~VK_IMAGE_USAGE_STORAGE_BIT;
|
|
}
|
|
if (format_flag & (GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL)) {
|
|
/* NVIDIA devices don't create depth textures when it storage bit is set. */
|
|
result &= ~VK_IMAGE_USAGE_STORAGE_BIT;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
static VkImageCreateFlags to_vk_image_create(const eGPUTextureType texture_type,
|
|
const eGPUTextureFormatFlag format_flag,
|
|
const eGPUTextureUsage usage)
|
|
{
|
|
VkImageCreateFlags result = 0;
|
|
|
|
if (ELEM(texture_type, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY)) {
|
|
result |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
|
|
}
|
|
|
|
/* sRGB textures needs to be mutable as they can be used as non-sRGB frame-buffer attachments. */
|
|
if (usage & GPU_TEXTURE_USAGE_ATTACHMENT && format_flag & GPU_FORMAT_SRGB) {
|
|
result |= VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT;
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
bool VKTexture::allocate()
|
|
{
|
|
BLI_assert(vk_image_ == VK_NULL_HANDLE);
|
|
BLI_assert(!is_texture_view());
|
|
|
|
VkExtent3D vk_extent = vk_extent_3d(0);
|
|
const uint32_t limit = (type_ == GPU_TEXTURE_3D) ? GPU_max_texture_3d_size() :
|
|
GPU_max_texture_size();
|
|
if (vk_extent.depth > limit || vk_extent.height > limit || vk_extent.depth > limit) {
|
|
return false;
|
|
}
|
|
|
|
VKDevice &device = VKBackend::get().device;
|
|
VkImageCreateInfo image_info = {};
|
|
image_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
|
|
image_info.flags = to_vk_image_create(type_, format_flag_, usage_get());
|
|
image_info.imageType = to_vk_image_type(type_);
|
|
image_info.extent = vk_extent;
|
|
image_info.mipLevels = max_ii(mipmaps_, 1);
|
|
image_info.arrayLayers = vk_layer_count(1);
|
|
image_info.format = to_vk_format(device_format_);
|
|
/* Some platforms (NVIDIA) requires that attached textures are always tiled optimal.
|
|
*
|
|
* As image data are always accessed via an staging buffer we can enable optimal tiling for all
|
|
* texture. Tilings based on actual usages should be done in `VKFramebuffer`.
|
|
*/
|
|
image_info.tiling = VK_IMAGE_TILING_OPTIMAL;
|
|
image_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
|
|
image_info.usage = to_vk_image_usage(gpu_image_usage_flags_, format_flag_);
|
|
image_info.samples = VK_SAMPLE_COUNT_1_BIT;
|
|
|
|
VkResult result;
|
|
if (G.debug & G_DEBUG_GPU) {
|
|
VkImageFormatProperties image_format = {};
|
|
result = vkGetPhysicalDeviceImageFormatProperties(device.physical_device_get(),
|
|
image_info.format,
|
|
image_info.imageType,
|
|
image_info.tiling,
|
|
image_info.usage,
|
|
image_info.flags,
|
|
&image_format);
|
|
if (result != VK_SUCCESS) {
|
|
printf("Image type not supported on device.\n");
|
|
return false;
|
|
}
|
|
}
|
|
|
|
VmaAllocationCreateInfo allocCreateInfo = {};
|
|
allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
|
|
allocCreateInfo.priority = 1.0f;
|
|
result = vmaCreateImage(device.mem_allocator_get(),
|
|
&image_info,
|
|
&allocCreateInfo,
|
|
&vk_image_,
|
|
&allocation_,
|
|
nullptr);
|
|
if (result != VK_SUCCESS) {
|
|
return false;
|
|
}
|
|
debug::object_label(vk_image_, name_);
|
|
|
|
device.resources.add_image(vk_image_,
|
|
image_info.arrayLayers,
|
|
VK_IMAGE_LAYOUT_UNDEFINED,
|
|
render_graph::ResourceOwner::APPLICATION,
|
|
name_);
|
|
|
|
return result == VK_SUCCESS;
|
|
}
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Image Views
|
|
* \{ */
|
|
|
|
IndexRange VKTexture::mip_map_range() const
|
|
{
|
|
return IndexRange(mip_min_, mip_max_ - mip_min_ + 1);
|
|
}
|
|
|
|
IndexRange VKTexture::layer_range() const
|
|
{
|
|
if (is_texture_view()) {
|
|
return IndexRange(layer_offset_, layer_count());
|
|
}
|
|
else {
|
|
return IndexRange(
|
|
0, ELEM(type_, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY) ? d_ : VK_REMAINING_ARRAY_LAYERS);
|
|
}
|
|
}
|
|
|
|
int VKTexture::vk_layer_count(int non_layered_value) const
|
|
{
|
|
if (is_texture_view()) {
|
|
return layer_count();
|
|
}
|
|
return type_ == GPU_TEXTURE_CUBE ? d_ :
|
|
(type_ & GPU_TEXTURE_ARRAY) ? layer_count() :
|
|
non_layered_value;
|
|
}
|
|
|
|
VkExtent3D VKTexture::vk_extent_3d(int mip_level) const
|
|
{
|
|
int extent[3] = {1, 1, 1};
|
|
mip_size_get(mip_level, extent);
|
|
if (ELEM(type_, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY, GPU_TEXTURE_2D_ARRAY)) {
|
|
extent[2] = 1;
|
|
}
|
|
if (ELEM(type_, GPU_TEXTURE_1D_ARRAY)) {
|
|
extent[1] = 1;
|
|
extent[2] = 1;
|
|
}
|
|
|
|
VkExtent3D result{uint32_t(extent[0]), uint32_t(extent[1]), uint32_t(extent[2])};
|
|
return result;
|
|
}
|
|
|
|
const VKImageView &VKTexture::image_view_get(const VKImageViewInfo &info)
|
|
{
|
|
if (is_texture_view()) {
|
|
/* TODO: API should be improved as we don't support image view specialization.
|
|
* In the current API this is still possible to setup when using attachments. */
|
|
return image_view_get(info.arrayed);
|
|
}
|
|
for (const VKImageView &image_view : image_views_) {
|
|
if (image_view.info == info) {
|
|
return image_view;
|
|
}
|
|
}
|
|
|
|
image_views_.append(VKImageView(*this, info, name_));
|
|
return image_views_.last();
|
|
}
|
|
|
|
const VKImageView &VKTexture::image_view_get(VKImageViewArrayed arrayed)
|
|
{
|
|
image_view_info_.mip_range = mip_map_range();
|
|
image_view_info_.use_srgb = true;
|
|
image_view_info_.use_stencil = use_stencil_;
|
|
image_view_info_.arrayed = arrayed;
|
|
image_view_info_.layer_range = layer_range();
|
|
if (arrayed == VKImageViewArrayed::NOT_ARRAYED) {
|
|
image_view_info_.layer_range = image_view_info_.layer_range.slice(
|
|
0, ELEM(type_, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY) ? 6 : 1);
|
|
}
|
|
|
|
if (is_texture_view()) {
|
|
return source_texture_->image_view_get(image_view_info_);
|
|
}
|
|
return image_view_get(image_view_info_);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
} // namespace blender::gpu
|