Vulkan: Image Views

The ownership of image views depends on how they are used. When used as
an framebuffer attachment the image view is owned by the framebuffer.
When used as a image/texture in a shader the ownership of the image view
is the texture itself.

Pull Request: https://projects.blender.org/blender/blender/pulls/108765
This commit is contained in:
Jeroen Bakker
2023-06-08 16:07:38 +02:00
parent a2bd080cf3
commit 513250051e
8 changed files with 205 additions and 30 deletions

View File

@@ -215,6 +215,7 @@ set(VULKAN_SRC
vulkan/vk_drawlist.cc
vulkan/vk_fence.cc
vulkan/vk_framebuffer.cc
vulkan/vk_image_view.cc
vulkan/vk_immediate.cc
vulkan/vk_index_buffer.cc
vulkan/vk_memory.cc
@@ -250,6 +251,7 @@ set(VULKAN_SRC
vulkan/vk_drawlist.hh
vulkan/vk_fence.hh
vulkan/vk_framebuffer.hh
vulkan/vk_image_view.hh
vulkan/vk_immediate.hh
vulkan/vk_index_buffer.hh
vulkan/vk_memory.hh

View File

@@ -174,7 +174,7 @@ void VKDescriptorSetTracker::update(VKContext &context)
binding.texture->layout_ensure(context, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
VkDescriptorImageInfo image_info = {};
image_info.sampler = binding.vk_sampler;
image_info.imageView = binding.texture->vk_image_view_handle();
image_info.imageView = binding.texture->image_view_get().vk_handle();
image_info.imageLayout = binding.texture->current_layout_get();
image_infos.append(image_info);

View File

@@ -372,6 +372,8 @@ void VKFrameBuffer::render_pass_create()
std::array<VkAttachmentDescription, GPU_FB_MAX_ATTACHMENT> attachment_descriptions;
std::array<VkImageView, GPU_FB_MAX_ATTACHMENT> image_views;
std::array<VkAttachmentReference, GPU_FB_MAX_ATTACHMENT> attachment_references;
image_views_.clear();
bool has_depth_attachment = false;
bool found_attachment = false;
int depth_location = -1;
@@ -402,7 +404,8 @@ void VKFrameBuffer::render_pass_create()
/* Ensure texture is allocated to ensure the image view. */
VKTexture &texture = *static_cast<VKTexture *>(unwrap(attachment.tex));
texture.ensure_allocated();
image_views[attachment_location] = texture.vk_image_view_handle();
image_views_.append(VKImageView(texture, attachment.mip, name_));
image_views[attachment_location] = image_views_.last().vk_handle();
VkAttachmentDescription &attachment_description =
attachment_descriptions[attachment_location];
@@ -411,10 +414,10 @@ void VKFrameBuffer::render_pass_create()
attachment_description.samples = VK_SAMPLE_COUNT_1_BIT;
attachment_description.loadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachment_description.storeOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment_description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_DONT_CARE;
attachment_description.stencilStoreOp = VK_ATTACHMENT_STORE_OP_DONT_CARE;
attachment_description.initialLayout = VK_IMAGE_LAYOUT_GENERAL;
attachment_description.finalLayout = VK_IMAGE_LAYOUT_GENERAL;
attachment_description.stencilLoadOp = VK_ATTACHMENT_LOAD_OP_LOAD;
attachment_description.stencilStoreOp = VK_ATTACHMENT_STORE_OP_STORE;
attachment_description.initialLayout = texture.current_layout_get();
attachment_description.finalLayout = texture.current_layout_get();
/* Create the attachment reference. */
const bool is_depth_attachment = ELEM(
@@ -497,6 +500,7 @@ void VKFrameBuffer::render_pass_free()
vkDestroyRenderPass(device.device_get(), vk_render_pass_, vk_allocation_callbacks);
vkDestroyFramebuffer(device.device_get(), vk_framebuffer_, vk_allocation_callbacks);
}
image_views_.clear();
vk_render_pass_ = VK_NULL_HANDLE;
vk_framebuffer_ = VK_NULL_HANDLE;
}

View File

@@ -15,6 +15,7 @@
#include "gpu_framebuffer_private.hh"
#include "vk_common.hh"
#include "vk_image_view.hh"
namespace blender::gpu {
@@ -41,6 +42,8 @@ class VKFrameBuffer : public FrameBuffer {
*/
bool flip_viewport_ = false;
Vector<VKImageView, GPU_FB_MAX_ATTACHMENT> image_views_;
public:
/**
* Create a conventional framebuffer to attach texture to.

View File

@@ -0,0 +1,68 @@
/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#include "vk_image_view.hh"
#include "vk_backend.hh"
#include "vk_debug.hh"
#include "vk_device.hh"
#include "vk_memory.hh"
#include "vk_texture.hh"
namespace blender::gpu {
VKImageView::VKImageView(VKTexture &texture, int mip_level, StringRefNull name)
: vk_image_view_(create_vk_image_view(texture, mip_level, name))
{
BLI_assert(vk_image_view_ != VK_NULL_HANDLE);
}
VKImageView::VKImageView(VkImageView vk_image_view) : vk_image_view_(vk_image_view)
{
BLI_assert(vk_image_view_ != VK_NULL_HANDLE);
}
VKImageView::VKImageView(VKImageView &&other)
{
vk_image_view_ = other.vk_image_view_;
other.vk_image_view_ = VK_NULL_HANDLE;
}
VKImageView::~VKImageView()
{
if (vk_image_view_ != VK_NULL_HANDLE) {
VK_ALLOCATION_CALLBACKS
const VKDevice &device = VKBackend::get().device_get();
vkDestroyImageView(device.device_get(), vk_image_view_, vk_allocation_callbacks);
}
}
VkImageView VKImageView::create_vk_image_view(VKTexture &texture,
int mip_level,
StringRefNull name)
{
VK_ALLOCATION_CALLBACKS
VkImageViewCreateInfo image_view_info = {};
image_view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
image_view_info.image = texture.vk_image_handle();
image_view_info.viewType = to_vk_image_view_type(texture.type_get());
image_view_info.format = to_vk_format(texture.format_get());
image_view_info.components = to_vk_component_mapping(texture.format_get());
image_view_info.subresourceRange.aspectMask = to_vk_image_aspect_flag_bits(texture.format_get());
image_view_info.subresourceRange.baseMipLevel = mip_level;
image_view_info.subresourceRange.levelCount = 1;
image_view_info.subresourceRange.baseArrayLayer = 0;
image_view_info.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
const VKDevice &device = VKBackend::get().device_get();
VkImageView image_view = VK_NULL_HANDLE;
vkCreateImageView(device.device_get(), &image_view_info, vk_allocation_callbacks, &image_view);
debug::object_label(image_view, name.c_str());
return image_view;
}
} // namespace blender::gpu

View File

@@ -0,0 +1,44 @@
/* SPDX-FileCopyrightText: 2023 Blender Foundation
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "vk_common.hh"
#include "BLI_string_ref.hh"
#include "BLI_utility_mixins.hh"
namespace blender::gpu {
class VKTexture;
class VKImageView : NonCopyable {
VkImageView vk_image_view_ = VK_NULL_HANDLE;
public:
VKImageView(VKTexture &texture, int mip_level, StringRefNull name);
/**
* Wrap the given vk_image_view handle. Note that the vk_image_view handle ownership is
* transferred to VKImageView.
*/
VKImageView(VkImageView vk_image_view);
VKImageView(VKImageView &&other);
~VKImageView();
VkImageView vk_handle() const
{
BLI_assert(vk_image_view_ != VK_NULL_HANDLE);
return vk_image_view_;
}
private:
static VkImageView create_vk_image_view(VKTexture &texture, int mip_level, StringRefNull name);
};
} // namespace blender::gpu

View File

@@ -25,11 +25,9 @@ namespace blender::gpu {
VKTexture::~VKTexture()
{
VK_ALLOCATION_CALLBACKS
if (is_allocated()) {
const VKDevice &device = VKBackend::get().device_get();
vmaDestroyImage(device.mem_allocator_get(), vk_image_, allocation_);
vkDestroyImageView(device.device_get(), vk_image_view_, vk_allocation_callbacks);
}
}
@@ -83,6 +81,9 @@ void VKTexture::generate_mipmap()
*this,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
Span<VkImageBlit>(&image_blit, 1));
/* TODO: Until we do actual command encoding we need to submit each transfer operation
* individually. */
command_buffer.submit();
}
/* Ensure that all mipmap levels are in `VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL`. All miplevels are
* except the last one. */
@@ -148,9 +149,12 @@ void VKTexture::swizzle_set(const char /*swizzle_mask*/[4])
NOT_YET_IMPLEMENTED;
}
void VKTexture::mip_range_set(int /*min*/, int /*max*/)
void VKTexture::mip_range_set(int min, int max)
{
NOT_YET_IMPLEMENTED;
mip_min_ = min;
mip_max_ = max;
flags_ |= IMAGE_VIEW_DIRTY;
}
void VKTexture::read_sub(int mip, eGPUDataFormat format, const int area[4], void *r_data)
@@ -430,20 +434,6 @@ bool VKTexture::allocate()
/* Promote image to the correct layout. */
layout_ensure(context, VK_IMAGE_LAYOUT_GENERAL);
VK_ALLOCATION_CALLBACKS
VkImageViewCreateInfo image_view_info = {};
image_view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
image_view_info.image = vk_image_;
image_view_info.viewType = to_vk_image_view_type(type_);
image_view_info.format = to_vk_format(format_);
image_view_info.components = to_vk_component_mapping(format_);
image_view_info.subresourceRange.aspectMask = to_vk_image_aspect_flag_bits(format_);
image_view_info.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
image_view_info.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
result = vkCreateImageView(
device.device_get(), &image_view_info, vk_allocation_callbacks, &vk_image_view_);
debug::object_label(vk_image_view_, name_);
return result == VK_SUCCESS;
}
@@ -525,6 +515,48 @@ void VKTexture::layout_ensure(VKContext &context,
barrier.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
context.command_buffer_get().pipeline_barrier(Span<VkImageMemoryBarrier>(&barrier, 1));
}
/** \} */
/* -------------------------------------------------------------------- */
/** \name Image Views
* \{ */
void VKTexture::image_view_ensure()
{
if (flags_ & IMAGE_VIEW_DIRTY) {
image_view_update();
flags_ &= ~IMAGE_VIEW_DIRTY;
}
}
void VKTexture::image_view_update()
{
VK_ALLOCATION_CALLBACKS
VkImageViewCreateInfo image_view_info = {};
image_view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
image_view_info.image = vk_image_;
image_view_info.viewType = to_vk_image_view_type(type_);
image_view_info.format = to_vk_format(format_);
image_view_info.components = to_vk_component_mapping(format_);
image_view_info.subresourceRange.aspectMask = to_vk_image_aspect_flag_bits(format_);
IndexRange mip_range = mip_map_range();
image_view_info.subresourceRange.baseMipLevel = mip_range.first();
image_view_info.subresourceRange.levelCount = mip_range.size();
image_view_info.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
const VKDevice &device = VKBackend::get().device_get();
VkImageView image_view = VK_NULL_HANDLE;
vkCreateImageView(device.device_get(), &image_view_info, vk_allocation_callbacks, &image_view);
debug::object_label(image_view, name_);
image_view_.emplace(image_view);
}
IndexRange VKTexture::mip_map_range() const
{
return IndexRange(mip_min_, mip_max_ - mip_min_ + 1);
}
/** \} */
} // namespace blender::gpu

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@@ -9,7 +9,9 @@
#pragma once
#include "gpu_texture_private.hh"
#include "vk_context.hh"
#include "vk_image_view.hh"
namespace blender::gpu {
@@ -17,15 +19,23 @@ class VKSampler;
class VKTexture : public Texture {
VkImage vk_image_ = VK_NULL_HANDLE;
VkImageView vk_image_view_ = VK_NULL_HANDLE;
VmaAllocation allocation_ = VK_NULL_HANDLE;
/* Image view when used in a shader. */
std::optional<VKImageView> image_view_;
/* Last image layout of the texture. Frame-buffer and barriers can alter/require the actual
* layout to be changed. During this it requires to set the current layout in order to know which
* conversion should happen. #current_layout_ keep track of the layout so the correct conversion
* can be done. */
VkImageLayout current_layout_ = VK_IMAGE_LAYOUT_UNDEFINED;
enum eDirtyFlags {
IMAGE_VIEW_DIRTY = (1 << 0),
};
int flags_ = IMAGE_VIEW_DIRTY;
public:
VKTexture(const char *name) : Texture(name) {}
@@ -58,11 +68,6 @@ class VKTexture : public Texture {
BLI_assert(vk_image_ != VK_NULL_HANDLE);
return vk_image_;
}
VkImageView vk_image_view_handle() const
{
BLI_assert(is_allocated());
return vk_image_view_;
}
void ensure_allocated();
@@ -123,6 +128,23 @@ class VKTexture : public Texture {
VkImageLayout requested_layout);
/** \} */
/* -------------------------------------------------------------------- */
/** \name Image Views
* \{ */
public:
VKImageView &image_view_get()
{
image_view_ensure();
return *image_view_;
}
private:
IndexRange mip_map_range() const;
void image_view_ensure();
void image_view_update();
/** \} */
};
static inline VKTexture *unwrap(Texture *tex)