Files
test2/source/blender/gpu/vulkan/vk_texture.hh
Jeroen Bakker ee0b7b9a95 Vulken: Mix array aspect of image views
The image views type can change depending based on how they are bound
to shaders. When a shader accesses a view without array operations,
the image view should not be an array. This was previously ignored.

Pull Request: https://projects.blender.org/blender/blender/pulls/123726
2024-06-25 15:15:18 +02:00

168 lines
5.2 KiB
C++

/* SPDX-FileCopyrightText: 2022 Blender Authors
*
* SPDX-License-Identifier: GPL-2.0-or-later */
/** \file
* \ingroup gpu
*/
#pragma once
#include "gpu_texture_private.hh"
#include "vk_bindable_resource.hh"
#include "vk_context.hh"
#include "vk_image_view.hh"
namespace blender::gpu {
class VKSampler;
class VKTexture : public Texture, public VKBindableResource {
/**
* Texture format how the texture is stored on the device.
*
* This can be a different format then #Texture.format_ in case the texture format isn't natively
* supported by the device.
*/
eGPUTextureFormat device_format_ = (eGPUTextureFormat)-1;
/** When set the instance is considered to be a texture view from `source_texture_` */
VKTexture *source_texture_ = nullptr;
VkImage vk_image_ = VK_NULL_HANDLE;
VmaAllocation allocation_ = VK_NULL_HANDLE;
/**
* Image views are owned by VKTexture. When a specific image view is needed it will be created
* and stored here. Image view can be requested by calling `image_view_get` method.
*/
Vector<VKImageView> image_views_;
/* 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;
int layer_offset_ = 0;
bool use_stencil_ = false;
VKImageViewInfo image_view_info_ = {eImageViewUsage::ShaderBinding,
IndexRange(0, VK_REMAINING_ARRAY_LAYERS),
IndexRange(0, VK_REMAINING_MIP_LEVELS),
{{'r', 'g', 'b', 'a'}},
false,
false,
VKImageViewArrayed::DONT_CARE};
public:
VKTexture(const char *name) : Texture(name) {}
virtual ~VKTexture() override;
void init(VkImage vk_image, VkImageLayout layout, eGPUTextureFormat texture_format);
void generate_mipmap() override;
void copy_to(Texture *tex) override;
void copy_to(VKTexture &dst_texture, VkImageAspectFlags vk_image_aspect);
void clear(eGPUDataFormat format, const void *data) override;
void clear_depth_stencil(const eGPUFrameBufferBits buffer,
float clear_depth,
uint clear_stencil);
void swizzle_set(const char swizzle_mask[4]) override;
void mip_range_set(int min, int max) override;
void *read(int mip, eGPUDataFormat format) override;
void read_sub(
int mip, eGPUDataFormat format, const int area[6], IndexRange layers, void *r_data);
void update_sub(
int mip, int offset[3], int extent[3], eGPUDataFormat format, const void *data) override;
void update_sub(int offset[3],
int extent[3],
eGPUDataFormat format,
GPUPixelBuffer *pixbuf) override;
/* TODO(fclem): Legacy. Should be removed at some point. */
uint gl_bindcode_get() const override;
void add_to_descriptor_set(AddToDescriptorSetContext &data,
int location,
shader::ShaderCreateInfo::Resource::BindType bind_type,
const GPUSamplerState sampler_state) override;
VkImage vk_image_handle() const
{
if (is_texture_view()) {
return source_texture_->vk_image_handle();
}
BLI_assert(vk_image_ != VK_NULL_HANDLE);
return vk_image_;
}
/**
* Get the texture format how the texture is stored on the device.
*/
eGPUTextureFormat device_format_get() const
{
return device_format_;
}
/**
* Get a specific image view for this texture. The specification of the image view are passed
* inside the `info` parameter.
*/
const VKImageView &image_view_get(const VKImageViewInfo &info);
/**
* Get the current image view for this texture.
*/
const VKImageView &image_view_get(VKImageViewArrayed arrayed);
protected:
bool init_internal() override;
bool init_internal(VertBuf *vbo) override;
bool init_internal(GPUTexture *src, int mip_offset, int layer_offset, bool use_stencil) override;
private:
/** Is this texture a view of another texture. */
bool is_texture_view() const;
/**
* Allocate the texture of the device. Result is `true` when texture is successfully allocated
* on the device.
*/
bool allocate();
/**
* Determine the layerCount for vulkan based on the texture type. Will pass the
* #non_layered_value for non layered textures.
*/
int vk_layer_count(int non_layered_value) const;
/**
* Determine the VkExtent3D for the given mip_level.
*/
VkExtent3D vk_extent_3d(int mip_level) const;
/* -------------------------------------------------------------------- */
/** \name Image Views
* \{ */
private:
IndexRange mip_map_range() const;
IndexRange layer_range() const;
/** \} */
};
BLI_INLINE VKTexture *unwrap(Texture *tex)
{
return static_cast<VKTexture *>(tex);
}
BLI_INLINE Texture *wrap(VKTexture *texture)
{
return static_cast<Texture *>(texture);
}
} // namespace blender::gpu