This PR adds initial cube (array) support. Depending on how the texture is used a different image view is created. When used as a framebuffer attachment only a single side of the cubemap is attached. The image view is attached as a 2d texture array. When used as a shader resource the image view is a cubemap. Also adds test cases to test both scenarios. Pull Request: https://projects.blender.org/blender/blender/pulls/108794
48 lines
1.1 KiB
C++
48 lines
1.1 KiB
C++
/* SPDX-FileCopyrightText: 2023 Blender Foundation
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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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#pragma once
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#include "vk_common.hh"
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#include "BLI_string_ref.hh"
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#include "BLI_utility_mixins.hh"
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namespace blender::gpu {
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class VKTexture;
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class VKImageView : NonCopyable {
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VkImageView vk_image_view_ = VK_NULL_HANDLE;
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public:
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VKImageView(VKTexture &texture, int layer, int mip_level, StringRefNull name);
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/**
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* Wrap the given vk_image_view handle. Note that the vk_image_view handle ownership is
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* transferred to VKImageView.
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*/
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VKImageView(VkImageView vk_image_view);
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VKImageView(VKImageView &&other);
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~VKImageView();
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VkImageView vk_handle() const
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{
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BLI_assert(vk_image_view_ != VK_NULL_HANDLE);
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return vk_image_view_;
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}
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private:
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static VkImageView create_vk_image_view(VKTexture &texture,
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int layer,
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int mip_level,
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StringRefNull name);
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};
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} // namespace blender::gpu
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