This is a rewrite of GHOST_ContextVK to align with Metal backend as described in #111389 - solution 3 with the adaptation that GHOST is still responsible for presenting the swap chain image and a post callback is still needed in case the swapchain is recreated. This PR also includes some smaller improvements in stability. Technical documentation: https://developer.blender.org/docs/eevee_and_viewport/gpu/vulkan/swap_chain/ * Renderpasses and framebuffers are not owned anymore by GHOST_ContextVK * VKFramebuffer doesn't contain a swap chain image. * Swapchain images can only be used as a blit destination or present source. Not as an attachment. * GHOST_ContextVK::swapBuffers would call a callback with the image the GPU module needs to blit the results to. * Clearing of depth/stencil attachments when no depth write state is set. * Enable VK_KHR_maintenance4 to relax the stage interface mapping. * Removes most vulkan validation warnings/errors. * Detection of frame buffer changes that needs to be applied before performing a command requiring render pass (draw/clear attachment) **Benefits** * Late retrieval of a swap chain image results in better overall performance as Blender doesn't need to wait until the image is presented on the screen. * Easier API and clearer state (transitions) * More control over Image layouts and command buffer states. (Better alignment with Vulkan API) Pull Request: https://projects.blender.org/blender/blender/pulls/111473
586 lines
20 KiB
C++
586 lines
20 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_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 "vk_vertex_buffer.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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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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}
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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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}
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void VKTexture::generate_mipmap()
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{
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if (mipmaps_ <= 1) {
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return;
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}
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ensure_allocated();
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VKContext &context = *VKContext::get();
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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for (int src_mipmap : IndexRange(mipmaps_ - 1)) {
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int dst_mipmap = src_mipmap + 1;
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int3 src_size(1);
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int3 dst_size(1);
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mip_size_get(src_mipmap, src_size);
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mip_size_get(dst_mipmap, dst_size);
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layout_ensure(context,
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IndexRange(src_mipmap, 1),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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VkImageBlit image_blit = {};
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image_blit.srcOffsets[0] = {0, 0, 0};
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image_blit.srcOffsets[1] = {src_size.x, src_size.y, src_size.z};
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image_blit.srcSubresource.aspectMask = to_vk_image_aspect_flag_bits(format_);
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image_blit.srcSubresource.mipLevel = src_mipmap;
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image_blit.srcSubresource.baseArrayLayer = 0;
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image_blit.srcSubresource.layerCount = layer_count();
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image_blit.dstOffsets[0] = {0, 0, 0};
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image_blit.dstOffsets[1] = {dst_size.x, dst_size.y, dst_size.z};
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image_blit.dstSubresource.aspectMask = to_vk_image_aspect_flag_bits(format_);
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image_blit.dstSubresource.mipLevel = dst_mipmap;
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image_blit.dstSubresource.baseArrayLayer = 0;
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image_blit.dstSubresource.layerCount = layer_count();
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command_buffer.blit(*this,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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*this,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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Span<VkImageBlit>(&image_blit, 1));
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/* TODO: Until we do actual command encoding we need to submit each transfer operation
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* individually. */
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command_buffer.submit();
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}
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/* Ensure that all mipmap levels are in `VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL`.
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* All MIP-levels are except the last one. */
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layout_ensure(context,
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IndexRange(mipmaps_ - 1, 1),
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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current_layout_set(VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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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->format_ == dst->format_);
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UNUSED_VARS_NDEBUG(src);
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VKContext &context = *VKContext::get();
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ensure_allocated();
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layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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dst->ensure_allocated();
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dst->layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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VkImageCopy region = {};
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region.srcSubresource.aspectMask = to_vk_image_aspect_flag_bits(format_);
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region.srcSubresource.mipLevel = 0;
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region.srcSubresource.layerCount = 1;
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region.dstSubresource.aspectMask = to_vk_image_aspect_flag_bits(format_);
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region.dstSubresource.mipLevel = 0;
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region.dstSubresource.layerCount = 1;
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region.extent.width = w_;
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region.extent.height = max_ii(h_, 1);
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region.extent.depth = max_ii(d_, 1);
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VKCommandBuffer &command_buffer = context.command_buffer_get();
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command_buffer.copy(*dst, *this, Span<VkImageCopy>(®ion, 1));
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command_buffer.submit();
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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 (!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::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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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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VkClearDepthStencilValue clear_depth_stencil;
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clear_depth_stencil.depth = clear_depth;
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clear_depth_stencil.stencil = clear_stencil;
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VkImageSubresourceRange range = {0};
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range.aspectMask = to_vk_image_aspect_flag_bits(buffers & (GPU_DEPTH_BIT | GPU_STENCIL_BIT));
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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(vk_image_,
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current_layout_get(),
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clear_depth_stencil,
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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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{
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NOT_YET_IMPLEMENTED;
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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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flags_ |= IMAGE_VIEW_DIRTY;
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}
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int VKTexture::layer_count()
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{
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int layers = 1;
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if (ELEM(type_, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY)) {
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layers = d_;
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}
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return layers;
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}
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void VKTexture::read_sub(int mip, eGPUDataFormat format, const int area[4], void *r_data)
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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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size_t sample_len = area[2] * area[3] * layer_count();
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size_t device_memory_size = sample_len * to_bytesize(format_);
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staging_buffer.create(device_memory_size, GPU_USAGE_DYNAMIC, VK_BUFFER_USAGE_TRANSFER_DST_BIT);
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VkBufferImageCopy region = {};
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region.imageOffset.x = area[0];
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region.imageOffset.y = area[1];
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region.imageExtent.width = area[2];
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region.imageExtent.height = area[3];
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region.imageExtent.depth = 1;
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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 = layer_count();
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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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convert_device_to_host(r_data, staging_buffer.mapped_memory_get(), sample_len, format, format_);
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}
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void *VKTexture::read(int mip, eGPUDataFormat format)
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{
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int mip_size[3] = {1, 1, 1};
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mip_size_get(mip, mip_size);
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size_t sample_len = mip_size[0] * mip_size[1] * layer_count();
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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 area[4] = {0, 0, mip_size[0], mip_size[1]};
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read_sub(mip, format, area, 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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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(device_memory_size, GPU_USAGE_DYNAMIC, 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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NOT_YET_IMPLEMENTED;
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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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const VKDevice &device = VKBackend::get().device_get();
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const VKWorkarounds &workarounds = device.workarounds_get();
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if (format_ == GPU_DEPTH_COMPONENT24 && workarounds.not_aligned_pixel_formats) {
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format_ = GPU_DEPTH_COMPONENT32F;
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}
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if (format_ == GPU_DEPTH24_STENCIL8 && workarounds.not_aligned_pixel_formats) {
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format_ = GPU_DEPTH32F_STENCIL8;
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}
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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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if (!allocate()) {
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return false;
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}
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VKVertexBuffer *vertex_buffer = unwrap(unwrap(vbo));
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VkBufferImageCopy region = {};
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region.imageExtent.width = w_;
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region.imageExtent.height = 1;
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region.imageExtent.depth = 1;
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region.imageSubresource.aspectMask = to_vk_image_aspect_flag_bits(format_);
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region.imageSubresource.mipLevel = 0;
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region.imageSubresource.layerCount = 1;
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VKContext &context = *VKContext::get();
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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, vertex_buffer->buffer_, Span<VkBufferImageCopy>(®ion, 1));
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command_buffer.submit();
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return true;
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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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NOT_YET_IMPLEMENTED;
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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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static VkImageCreateFlagBits to_vk_image_create(const eGPUTextureType texture_type)
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{
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VkImageCreateFlagBits result = static_cast<VkImageCreateFlagBits>(0);
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if (ELEM(texture_type, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY)) {
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result = static_cast<VkImageCreateFlagBits>(result | VK_IMAGE_CREATE_CUBE_COMPATIBLE_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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int layers = 1;
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if (ELEM(type_, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY)) {
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layers = extent[2];
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extent[2] = 1;
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}
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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;
|
|
image_info.flags = to_vk_image_create(type_);
|
|
image_info.imageType = to_vk_image_type(type_);
|
|
image_info.extent.width = extent[0];
|
|
image_info.extent.height = extent[1];
|
|
image_info.extent.depth = extent[2];
|
|
image_info.mipLevels = max_ii(mipmaps_, 1);
|
|
image_info.arrayLayers = layers;
|
|
image_info.format = to_vk_format(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_);
|
|
|
|
/* Promote image to the correct layout. */
|
|
layout_ensure(context, VK_IMAGE_LAYOUT_GENERAL);
|
|
|
|
return result == VK_SUCCESS;
|
|
}
|
|
|
|
void VKTexture::bind(int binding, shader::ShaderCreateInfo::Resource::BindType bind_type)
|
|
{
|
|
if (!is_allocated()) {
|
|
allocate();
|
|
}
|
|
VKContext &context = *VKContext::get();
|
|
VKShader *shader = static_cast<VKShader *>(context.shader);
|
|
const VKShaderInterface &shader_interface = shader->interface_get();
|
|
const std::optional<VKDescriptorSet::Location> location =
|
|
shader_interface.descriptor_set_location(bind_type, binding);
|
|
if (location) {
|
|
VKDescriptorSetTracker &descriptor_set = shader->pipeline_get().descriptor_set_get();
|
|
if (bind_type == shader::ShaderCreateInfo::Resource::BindType::IMAGE) {
|
|
descriptor_set.image_bind(*this, *location);
|
|
}
|
|
else {
|
|
const VKDevice &device = VKBackend::get().device_get();
|
|
descriptor_set.bind(*this, *location, device.sampler_get());
|
|
}
|
|
}
|
|
}
|
|
|
|
/* -------------------------------------------------------------------- */
|
|
/** \name Image Layout
|
|
* \{ */
|
|
|
|
VkImageLayout VKTexture::current_layout_get() const
|
|
{
|
|
return current_layout_;
|
|
}
|
|
|
|
void VKTexture::current_layout_set(const VkImageLayout new_layout)
|
|
{
|
|
current_layout_ = new_layout;
|
|
}
|
|
|
|
void VKTexture::layout_ensure(VKContext &context, const VkImageLayout requested_layout)
|
|
{
|
|
const VkImageLayout current_layout = current_layout_get();
|
|
if (current_layout == requested_layout) {
|
|
return;
|
|
}
|
|
layout_ensure(context, IndexRange(0, VK_REMAINING_MIP_LEVELS), current_layout, requested_layout);
|
|
current_layout_set(requested_layout);
|
|
}
|
|
|
|
void VKTexture::layout_ensure(VKContext &context,
|
|
const IndexRange mipmap_range,
|
|
const VkImageLayout current_layout,
|
|
const VkImageLayout requested_layout)
|
|
{
|
|
VkImageMemoryBarrier barrier{};
|
|
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
|
barrier.oldLayout = current_layout;
|
|
barrier.newLayout = requested_layout;
|
|
barrier.image = vk_image_;
|
|
barrier.subresourceRange.aspectMask = to_vk_image_aspect_flag_bits(format_);
|
|
barrier.subresourceRange.baseMipLevel = uint32_t(mipmap_range.start());
|
|
barrier.subresourceRange.levelCount = uint32_t(mipmap_range.size());
|
|
barrier.subresourceRange.baseArrayLayer = 0;
|
|
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()
|
|
{
|
|
IndexRange mip_range = mip_map_range();
|
|
IndexRange layer_range(
|
|
0, ELEM(type_, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY) ? d_ : VK_REMAINING_ARRAY_LAYERS);
|
|
image_view_.emplace(
|
|
VKImageView(*this, eImageViewUsage::ShaderBinding, layer_range, mip_range, name_));
|
|
}
|
|
|
|
IndexRange VKTexture::mip_map_range() const
|
|
{
|
|
return IndexRange(mip_min_, mip_max_ - mip_min_ + 1);
|
|
}
|
|
|
|
/** \} */
|
|
|
|
} // namespace blender::gpu
|