This PR implements #126353; In short: keep discard list as part of swap chain images. This allows better determination when resources are actually not in use anymore. ## Resource pool Resource pools keep track of the resources for a swap chain image. In Blender this is a bit more complicated due to the way GPUContext work. A single thread can have multiple contexts. Some of them have a swap chain (GHOST Window) other don't (draw manager). The resource pool should be shared between the contexts running on the same thread. When opening multiple windows there are also multiple swap chains to consider. ### Discard pile Resource handles that are deleted and stored in the discard pile. When we are sure that these resources are not used on the GPU anymore these are destroyed. ### Reusable resources There are other resources as well like: - Descriptor sets - Descriptor pools ## Open issues There are some limitations that require future PRs to fix including: - Background rendering - Handling multiple windows - Improve CPU/GPU synchronization - Reuse staging buffers Pull Request: https://projects.blender.org/blender/blender/pulls/126353
632 lines
22 KiB
C++
632 lines
22 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 "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_memory.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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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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/* 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 sample_len = (region[5] - region[2]) * (region[3] - region[0]) * (region[4] - region[1]) *
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layers.size();
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size_t device_memory_size = sample_len * to_bytesize(device_format_);
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staging_buffer.create(device_memory_size, GPU_USAGE_DYNAMIC, VK_BUFFER_USAGE_TRANSFER_DST_BIT);
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render_graph::VKCopyImageToBufferNode::CreateInfo copy_image_to_buffer = {};
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copy_image_to_buffer.src_image = vk_image_handle();
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copy_image_to_buffer.dst_buffer = staging_buffer.vk_handle();
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copy_image_to_buffer.region.imageOffset.x = region[0];
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copy_image_to_buffer.region.imageOffset.y = region[1];
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copy_image_to_buffer.region.imageOffset.z = region[2];
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copy_image_to_buffer.region.imageExtent.width = region[3];
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copy_image_to_buffer.region.imageExtent.height = region[4];
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copy_image_to_buffer.region.imageExtent.depth = region[5];
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copy_image_to_buffer.region.imageSubresource.aspectMask = to_vk_image_aspect_single_bit(
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to_vk_image_aspect_flag_bits(device_format_), false);
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copy_image_to_buffer.region.imageSubresource.mipLevel = mip;
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copy_image_to_buffer.region.imageSubresource.baseArrayLayer = layers.start();
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copy_image_to_buffer.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.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(device_memory_size, GPU_USAGE_DYNAMIC, VK_BUFFER_USAGE_TRANSFER_SRC_BIT);
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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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render_graph::VKCopyBufferToImageNode::CreateInfo copy_buffer_to_image = {};
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copy_buffer_to_image.src_buffer = staging_buffer.vk_handle();
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copy_buffer_to_image.dst_image = vk_image_handle();
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copy_buffer_to_image.region.imageExtent.width = extent.x;
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copy_buffer_to_image.region.imageExtent.height = extent.y;
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copy_buffer_to_image.region.imageExtent.depth = extent.z;
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copy_buffer_to_image.region.bufferRowLength =
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context.state_manager_get().texture_unpack_row_length_get();
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copy_buffer_to_image.region.imageOffset.x = offset.x;
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copy_buffer_to_image.region.imageOffset.y = offset.y;
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copy_buffer_to_image.region.imageOffset.z = offset.z;
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copy_buffer_to_image.region.imageSubresource.aspectMask = to_vk_image_aspect_single_bit(
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to_vk_image_aspect_flag_bits(device_format_), false);
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copy_buffer_to_image.region.imageSubresource.mipLevel = mip;
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copy_buffer_to_image.region.imageSubresource.baseArrayLayer = start_layer;
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copy_buffer_to_image.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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/* TODO(fclem): Legacy. Should be removed at some point. */
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uint VKTexture::gl_bindcode_get() const
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{
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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);
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VKTexture *texture = unwrap(unwrap(src));
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source_texture_ = texture;
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device_format_ = texture->device_format_;
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mip_min_ = mip_offset;
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mip_max_ = mip_offset;
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layer_offset_ = layer_offset;
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use_stencil_ = use_stencil;
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return true;
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}
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bool VKTexture::is_texture_view() const
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{
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return source_texture_ != nullptr;
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}
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static VkImageUsageFlags to_vk_image_usage(const eGPUTextureUsage usage,
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const eGPUTextureFormatFlag format_flag)
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{
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VkImageUsageFlags result = VK_IMAGE_USAGE_TRANSFER_SRC_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT |
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VK_IMAGE_USAGE_SAMPLED_BIT;
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if (usage & GPU_TEXTURE_USAGE_SHADER_READ) {
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result |= VK_IMAGE_USAGE_STORAGE_BIT;
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}
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if (usage & GPU_TEXTURE_USAGE_SHADER_WRITE) {
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result |= VK_IMAGE_USAGE_STORAGE_BIT;
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}
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if (usage & GPU_TEXTURE_USAGE_ATTACHMENT) {
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if (format_flag & GPU_FORMAT_COMPRESSED) {
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/* These formats aren't supported as an attachment. When using GPU_TEXTURE_USAGE_DEFAULT they
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* are still being evaluated to be attachable. So we need to skip them. */
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}
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else {
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if (format_flag & (GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL)) {
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result |= VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT;
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}
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else {
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result |= VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT;
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}
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}
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}
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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());
|
|
|
|
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_3d(0);
|
|
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;
|
|
}
|
|
|
|
void VKTexture::add_to_descriptor_set(AddToDescriptorSetContext &data,
|
|
int binding,
|
|
shader::ShaderCreateInfo::Resource::BindType bind_type,
|
|
const GPUSamplerState sampler_state)
|
|
{
|
|
/* Forwarding the call to the source vertex buffer as in vulkan a texel buffer is a buffer(view)
|
|
* and not a texture. */
|
|
if (type_ == GPU_TEXTURE_BUFFER) {
|
|
source_buffer_->add_to_descriptor_set(data, binding, bind_type, sampler_state);
|
|
return;
|
|
}
|
|
|
|
const std::optional<VKDescriptorSet::Location> location =
|
|
data.shader_interface.descriptor_set_location(bind_type, binding);
|
|
if (location) {
|
|
const VKImageViewArrayed arrayed = data.shader_interface.arrayed(bind_type, binding);
|
|
if (bind_type == shader::ShaderCreateInfo::Resource::BindType::IMAGE) {
|
|
data.descriptor_set.image_bind(*this, *location, arrayed);
|
|
}
|
|
else {
|
|
VKDevice &device = VKBackend::get().device;
|
|
const VKSampler &sampler = device.samplers().get(sampler_state);
|
|
data.descriptor_set.bind(*this, *location, sampler, arrayed);
|
|
}
|
|
uint32_t layer_base = 0;
|
|
uint32_t layer_count = VK_REMAINING_ARRAY_LAYERS;
|
|
if (arrayed == VKImageViewArrayed::ARRAYED && is_texture_view()) {
|
|
layer_base = layer_offset_;
|
|
layer_count = vk_layer_count(VK_REMAINING_ARRAY_LAYERS);
|
|
}
|
|
data.resource_access_info.images.append({vk_image_handle(),
|
|
data.shader_interface.access_mask(bind_type, binding),
|
|
to_vk_image_aspect_flag_bits(device_format_),
|
|
layer_base,
|
|
layer_count});
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \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
|