Adds stencil texture view support for Metal, allowing reading of stencil component during texture sample/read. Stencil view creation refactored to use additional parameter in textureview creation function, due to deferred stencil parameter causing double texture view creation in Metal, when this should ideally be provided upfront. Authored by Apple: Michael Parkin-White Pull Request: https://projects.blender.org/blender/blender/pulls/107971
394 lines
14 KiB
C++
394 lines
14 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation */
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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_memory.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 "BLI_math_vector.hh"
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#include "BKE_global.h"
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namespace blender::gpu {
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VKTexture::~VKTexture()
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{
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VK_ALLOCATION_CALLBACKS
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if (is_allocated()) {
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const VKDevice &device = VKBackend::get().device_get();
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vmaDestroyImage(device.mem_allocator_get(), vk_image_, allocation_);
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vkDestroyImageView(device.device_get(), vk_image_view_, vk_allocation_callbacks);
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}
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}
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void VKTexture::init(VkImage vk_image, VkImageLayout layout)
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{
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vk_image_ = vk_image;
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current_layout_ = layout;
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}
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void VKTexture::generate_mipmap() {}
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void VKTexture::copy_to(Texture * /*tex*/) {}
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void VKTexture::clear(eGPUDataFormat format, const void *data)
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{
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if (!is_allocated()) {
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allocate();
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}
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VKContext &context = *VKContext::get();
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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VkClearColorValue clear_color = to_vk_clear_color_value(format, data);
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VkImageSubresourceRange range = {0};
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range.aspectMask = to_vk_image_aspect_flag_bits(format_);
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range.levelCount = VK_REMAINING_MIP_LEVELS;
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range.layerCount = VK_REMAINING_ARRAY_LAYERS;
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layout_ensure(context, VK_IMAGE_LAYOUT_GENERAL);
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command_buffer.clear(
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vk_image_, current_layout_get(), clear_color, Span<VkImageSubresourceRange>(&range, 1));
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}
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void VKTexture::swizzle_set(const char /*swizzle_mask*/[4]) {}
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void VKTexture::mip_range_set(int /*min*/, int /*max*/) {}
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void *VKTexture::read(int mip, eGPUDataFormat format)
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{
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VKContext &context = *VKContext::get();
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layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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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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/* NOTE: mip_size_get() won't override any dimension that is equal to 0. */
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int extent[3] = {1, 1, 1};
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mip_size_get(mip, extent);
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size_t sample_len = extent[0] * extent[1] * extent[2];
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size_t device_memory_size = sample_len * to_bytesize(format_);
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size_t host_memory_size = sample_len * to_bytesize(format_, format);
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staging_buffer.create(
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device_memory_size, GPU_USAGE_DEVICE_ONLY, VK_BUFFER_USAGE_TRANSFER_DST_BIT);
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VkBufferImageCopy region = {};
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region.imageExtent.width = extent[0];
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region.imageExtent.height = extent[1];
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region.imageExtent.depth = extent[2];
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region.imageSubresource.aspectMask = to_vk_image_aspect_flag_bits(format_);
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region.imageSubresource.mipLevel = mip;
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region.imageSubresource.layerCount = 1;
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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command_buffer.copy(staging_buffer, *this, Span<VkBufferImageCopy>(®ion, 1));
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command_buffer.submit();
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void *data = MEM_mallocN(host_memory_size, __func__);
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convert_device_to_host(data, staging_buffer.mapped_memory_get(), sample_len, format, format_);
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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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if (mip != 0) {
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/* TODO: not implemented yet. */
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return;
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}
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if (!is_allocated()) {
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allocate();
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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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VKBuffer staging_buffer;
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int3 extent = int3(extent_[0], max_ii(extent_[1], 1), max_ii(extent_[2], 1));
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size_t sample_len = extent.x * extent.y * extent.z;
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size_t device_memory_size = sample_len * to_bytesize(format_);
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staging_buffer.create(
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device_memory_size, GPU_USAGE_DEVICE_ONLY, VK_BUFFER_USAGE_TRANSFER_SRC_BIT);
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uint buffer_row_length = context.state_manager_get().texture_unpack_row_length_get();
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if (buffer_row_length) {
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/* Use custom row length #GPU_texture_unpack_row_length */
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convert_host_to_device(staging_buffer.mapped_memory_get(),
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data,
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uint2(extent),
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buffer_row_length,
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format,
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format_);
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}
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else {
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convert_host_to_device(staging_buffer.mapped_memory_get(), data, sample_len, format, format_);
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}
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VkBufferImageCopy region = {};
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region.imageExtent.width = extent.x;
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region.imageExtent.height = extent.y;
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region.imageExtent.depth = extent.z;
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region.imageOffset.x = offset[0];
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region.imageOffset.y = offset[1];
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region.imageOffset.z = offset[2];
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region.imageSubresource.aspectMask = to_vk_image_aspect_flag_bits(format_);
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region.imageSubresource.mipLevel = mip;
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region.imageSubresource.layerCount = 1;
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layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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command_buffer.copy(*this, staging_buffer, Span<VkBufferImageCopy>(®ion, 1));
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command_buffer.submit();
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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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}
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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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/* Initialization can only happen after the usage is known. By the current API this isn't set
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* at this moment, so we cannot initialize here. The initialization is postponed until the
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* allocation of the texture on the device. */
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/* TODO: return false when texture format isn't supported. */
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return true;
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}
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bool VKTexture::init_internal(GPUVertBuf * /*vbo*/)
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{
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return false;
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}
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bool VKTexture::init_internal(GPUTexture * /*src*/,
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int /*mip_offset*/,
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int /*layer_offset*/,
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bool /*use_stencil*/)
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{
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return false;
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}
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void VKTexture::ensure_allocated()
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{
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if (!is_allocated()) {
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allocate();
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}
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}
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bool VKTexture::is_allocated() const
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{
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return vk_image_ != VK_NULL_HANDLE && allocation_ != VK_NULL_HANDLE;
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}
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static VkImageUsageFlagBits to_vk_image_usage(const eGPUTextureUsage usage,
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const eGPUTextureFormatFlag format_flag)
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{
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VkImageUsageFlagBits result = static_cast<VkImageUsageFlagBits>(VK_IMAGE_USAGE_TRANSFER_SRC_BIT |
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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 = static_cast<VkImageUsageFlagBits>(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 = static_cast<VkImageUsageFlagBits>(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 = static_cast<VkImageUsageFlagBits>(result |
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VK_IMAGE_USAGE_DEPTH_STENCIL_ATTACHMENT_BIT);
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}
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else {
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result = static_cast<VkImageUsageFlagBits>(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) {
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result = static_cast<VkImageUsageFlagBits>(result | VK_IMAGE_USAGE_TRANSFER_SRC_BIT);
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}
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/* Disable some usages based on the given format flag to support more devices. */
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if (format_flag & GPU_FORMAT_SRGB) {
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/* NVIDIA devices don't create SRGB textures when it storage bit is set. */
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result = static_cast<VkImageUsageFlagBits>(result & ~VK_IMAGE_USAGE_STORAGE_BIT);
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}
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if (format_flag & (GPU_FORMAT_DEPTH | GPU_FORMAT_STENCIL)) {
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/* NVIDIA devices don't create depth textures when it storage bit is set. */
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result = static_cast<VkImageUsageFlagBits>(result & ~VK_IMAGE_USAGE_STORAGE_BIT);
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}
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return result;
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}
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bool VKTexture::allocate()
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{
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BLI_assert(vk_image_ == VK_NULL_HANDLE);
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BLI_assert(!is_allocated());
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int extent[3] = {1, 1, 1};
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mip_size_get(0, extent);
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VKContext &context = *VKContext::get();
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const VKDevice &device = VKBackend::get().device_get();
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VkImageCreateInfo image_info = {};
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image_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
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image_info.imageType = to_vk_image_type(type_);
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image_info.extent.width = extent[0];
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image_info.extent.height = extent[1];
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image_info.extent.depth = extent[2];
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image_info.mipLevels = 1;
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image_info.arrayLayers = 1;
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image_info.format = to_vk_format(format_);
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/* Some platforms (NVIDIA) requires that attached textures are always tiled optimal.
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*
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* As image data are always accessed via an staging buffer we can enable optimal tiling for all
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* texture. Tilings based on actual usages should be done in `VKFramebuffer`.
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*/
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image_info.tiling = VK_IMAGE_TILING_OPTIMAL;
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image_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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image_info.usage = to_vk_image_usage(gpu_image_usage_flags_, format_flag_);
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image_info.samples = VK_SAMPLE_COUNT_1_BIT;
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VkResult result;
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if (G.debug & G_DEBUG_GPU) {
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VkImageFormatProperties image_format = {};
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result = vkGetPhysicalDeviceImageFormatProperties(device.physical_device_get(),
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image_info.format,
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image_info.imageType,
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image_info.tiling,
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image_info.usage,
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image_info.flags,
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&image_format);
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if (result != VK_SUCCESS) {
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printf("Image type not supported on device.\n");
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return false;
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}
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}
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VmaAllocationCreateInfo allocCreateInfo = {};
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allocCreateInfo.usage = VMA_MEMORY_USAGE_AUTO;
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allocCreateInfo.priority = 1.0f;
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result = vmaCreateImage(device.mem_allocator_get(),
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&image_info,
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&allocCreateInfo,
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&vk_image_,
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&allocation_,
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nullptr);
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if (result != VK_SUCCESS) {
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return false;
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}
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debug::object_label(vk_image_, name_);
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/* Promote image to the correct layout. */
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layout_ensure(context, VK_IMAGE_LAYOUT_GENERAL);
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VK_ALLOCATION_CALLBACKS
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VkImageViewCreateInfo image_view_info = {};
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image_view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
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image_view_info.image = vk_image_;
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image_view_info.viewType = to_vk_image_view_type(type_);
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image_view_info.format = to_vk_format(format_);
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image_view_info.components = to_vk_component_mapping(format_);
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image_view_info.subresourceRange.aspectMask = to_vk_image_aspect_flag_bits(format_);
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image_view_info.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
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image_view_info.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
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result = vkCreateImageView(
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device.device_get(), &image_view_info, vk_allocation_callbacks, &vk_image_view_);
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debug::object_label(vk_image_view_, name_);
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return result == VK_SUCCESS;
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}
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// TODO: move texture/image bindings to shader.
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void VKTexture::bind(int unit, VKSampler &sampler)
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{
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if (!is_allocated()) {
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allocate();
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}
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VKContext &context = *VKContext::get();
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VKShader *shader = static_cast<VKShader *>(context.shader);
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const VKShaderInterface &shader_interface = shader->interface_get();
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const std::optional<VKDescriptorSet::Location> location =
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shader_interface.descriptor_set_location(
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shader::ShaderCreateInfo::Resource::BindType::SAMPLER, unit);
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if (location) {
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VKDescriptorSetTracker &descriptor_set = shader->pipeline_get().descriptor_set_get();
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descriptor_set.bind(*this, *location, sampler);
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}
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}
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void VKTexture::image_bind(int binding)
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{
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if (!is_allocated()) {
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allocate();
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}
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VKContext &context = *VKContext::get();
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VKShader *shader = static_cast<VKShader *>(context.shader);
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const VKShaderInterface &shader_interface = shader->interface_get();
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const std::optional<VKDescriptorSet::Location> location =
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shader_interface.descriptor_set_location(shader::ShaderCreateInfo::Resource::BindType::IMAGE,
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binding);
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if (location) {
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VKDescriptorSetTracker &descriptor_set = shader->pipeline_get().descriptor_set_get();
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descriptor_set.image_bind(*this, *location);
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}
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}
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/* -------------------------------------------------------------------- */
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/** \name Image Layout
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* \{ */
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VkImageLayout VKTexture::current_layout_get() const
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{
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return current_layout_;
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}
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void VKTexture::current_layout_set(const VkImageLayout new_layout)
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{
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current_layout_ = new_layout;
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}
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void VKTexture::layout_ensure(VKContext &context, const VkImageLayout requested_layout)
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{
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const VkImageLayout current_layout = current_layout_get();
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if (current_layout == requested_layout) {
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return;
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}
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VkImageMemoryBarrier barrier{};
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barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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barrier.oldLayout = current_layout;
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barrier.newLayout = requested_layout;
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barrier.image = vk_image_;
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barrier.subresourceRange.aspectMask = to_vk_image_aspect_flag_bits(format_);
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barrier.subresourceRange.levelCount = VK_REMAINING_MIP_LEVELS;
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barrier.subresourceRange.layerCount = VK_REMAINING_ARRAY_LAYERS;
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context.command_buffer_get().pipeline_barrier(Span<VkImageMemoryBarrier>(&barrier, 1));
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current_layout_set(requested_layout);
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}
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/** \} */
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} // namespace blender::gpu
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