When using EEVEE-Next the final render data is readback from texture views. This wasn't implemented yet. This PR adds support for reading back texture views. It also makes sure the correct layer is read when reading back data from framebuffers and adds internal support to read back a partial texture. Pull Request: https://projects.blender.org/blender/blender/pulls/114411
654 lines
22 KiB
C++
654 lines
22 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 (vk_image_ != VK_NULL_HANDLE && allocation_ != VK_NULL_HANDLE) {
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VKDevice &device = VKBackend::get().device_get();
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device.discard_image(vk_image_, allocation_);
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vk_image_ = VK_NULL_HANDLE;
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allocation_ = VK_NULL_HANDLE;
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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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BLI_assert(!is_texture_view());
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if (mipmaps_ <= 1) {
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return;
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}
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VKContext &context = *VKContext::get();
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VKCommandBuffers &command_buffers = context.command_buffers_get();
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command_buffers.submit();
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layout_ensure(context,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_ACCESS_MEMORY_WRITE_BIT,
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VK_ACCESS_TRANSFER_READ_BIT);
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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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/* GPU Texture stores the array length in the first unused dimension size.
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* Vulkan uses layers and the array length should be removed from the dimensions. */
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if (ELEM(this->type_get(), GPU_TEXTURE_1D_ARRAY)) {
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src_size.y = 1;
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src_size.z = 1;
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dst_size.y = 1;
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dst_size.z = 1;
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}
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if (ELEM(this->type_get(), GPU_TEXTURE_2D_ARRAY)) {
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src_size.z = 1;
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dst_size.z = 1;
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}
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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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VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_ACCESS_TRANSFER_READ_BIT);
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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 = vk_layer_count(1);
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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 = vk_layer_count(1);
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command_buffers.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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}
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/* Ensure that all mipmap levels are in `VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL`. */
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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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VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_ACCESS_MEMORY_READ_BIT);
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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(VKTexture &dst_texture, VkImageAspectFlagBits vk_image_aspect)
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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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dst_texture.layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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VkImageCopy region = {};
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region.srcSubresource.aspectMask = vk_image_aspect;
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region.srcSubresource.mipLevel = 0;
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region.srcSubresource.layerCount = vk_layer_count(1);
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region.dstSubresource.aspectMask = vk_image_aspect;
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region.dstSubresource.mipLevel = 0;
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region.dstSubresource.layerCount = vk_layer_count(1);
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region.extent = vk_extent_3d(0);
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VKCommandBuffers &command_buffers = context.command_buffers_get();
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command_buffers.copy(dst_texture, *this, Span<VkImageCopy>(®ion, 1));
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context.flush();
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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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BLI_assert(!is_texture_view());
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UNUSED_VARS_NDEBUG(src);
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copy_to(*dst, to_vk_image_aspect_flag_bits(format_));
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}
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void VKTexture::clear(eGPUDataFormat format, const void *data)
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{
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BLI_assert(!is_texture_view());
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VKContext &context = *VKContext::get();
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VKCommandBuffers &command_buffers = context.command_buffers_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_buffers.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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VKContext &context = *VKContext::get();
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VKCommandBuffers &command_buffers = context.command_buffers_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_buffers.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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vk_component_mapping_.r = to_vk_component_swizzle(swizzle_mask[0]);
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vk_component_mapping_.g = to_vk_component_swizzle(swizzle_mask[1]);
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vk_component_mapping_.b = to_vk_component_swizzle(swizzle_mask[2]);
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vk_component_mapping_.a = to_vk_component_swizzle(swizzle_mask[3]);
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flags_ |= IMAGE_VIEW_DIRTY;
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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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void VKTexture::read_sub(
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int mip, eGPUDataFormat format, const int region[4], const IndexRange layers, 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 = (region[2] - region[0]) * (region[3] - region[1]) * layers.size();
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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 buffer_image_copy = {};
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buffer_image_copy.imageOffset.x = region[0];
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buffer_image_copy.imageOffset.y = region[1];
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buffer_image_copy.imageExtent.width = region[2];
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buffer_image_copy.imageExtent.height = region[3];
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buffer_image_copy.imageExtent.depth = 1;
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buffer_image_copy.imageSubresource.aspectMask = to_vk_image_aspect_flag_bits(format_);
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buffer_image_copy.imageSubresource.mipLevel = mip;
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buffer_image_copy.imageSubresource.baseArrayLayer = layers.start();
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buffer_image_copy.imageSubresource.layerCount = layers.size();
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VKCommandBuffers &command_buffers = context.command_buffers_get();
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command_buffers.copy(staging_buffer, *this, Span<VkBufferImageCopy>(&buffer_image_copy, 1));
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context.flush();
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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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IndexRange layers = IndexRange(layer_offset_, vk_layer_count(1));
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size_t sample_len = mip_size[0] * mip_size[1] * layers.size();
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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 region[4] = {0, 0, mip_size[0], mip_size[1]};
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read_sub(mip, format, region, layers, 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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BLI_assert(!is_texture_view());
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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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int layers = vk_layer_count(1);
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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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if (type_ & GPU_TEXTURE_1D) {
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extent.y = 1;
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extent.z = 1;
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}
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if (type_ & (GPU_TEXTURE_2D | GPU_TEXTURE_CUBE)) {
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extent.z = 1;
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}
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VKBuffer staging_buffer;
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staging_buffer.create(device_memory_size, GPU_USAGE_DYNAMIC, VK_BUFFER_USAGE_TRANSFER_SRC_BIT);
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convert_host_to_device(staging_buffer.mapped_memory_get(), data, sample_len, format, format_);
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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.bufferRowLength = context.state_manager_get().texture_unpack_row_length_get();
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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 = layers;
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layout_ensure(context, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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VKCommandBuffers &command_buffers = context.command_buffers_get();
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command_buffers.copy(*this, staging_buffer, Span<VkBufferImageCopy>(®ion, 1));
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context.flush();
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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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BLI_assert(!is_texture_view());
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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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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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if (!allocate()) {
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return false;
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}
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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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VKCommandBuffers &command_buffers = context.command_buffers_get();
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command_buffers.copy(*this, vertex_buffer->buffer_, Span<VkBufferImageCopy>(®ion, 1));
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context.flush();
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return true;
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}
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bool VKTexture::init_internal(GPUTexture *src, int mip_offset, int layer_offset, bool use_stencil)
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{
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BLI_assert(source_texture_ == nullptr);
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BLI_assert(src);
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VKTexture *texture = unwrap(unwrap(src));
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source_texture_ = texture;
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mip_min_ = mip_offset;
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mip_max_ = mip_offset;
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layer_offset_ = layer_offset;
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use_stencil_ = use_stencil;
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flags_ |= IMAGE_VIEW_DIRTY;
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return true;
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}
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bool VKTexture::is_texture_view() const
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{
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return source_texture_ != nullptr;
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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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const eGPUTextureFormatFlag format_flag,
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const eGPUTextureUsage usage)
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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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/* sRGB textures needs to be mutable as they can be used as non-sRGB frame-buffer attachments. */
|
|
if (usage & GPU_TEXTURE_USAGE_ATTACHMENT && format_flag & GPU_FORMAT_SRGB) {
|
|
result = static_cast<VkImageCreateFlagBits>(result | VK_IMAGE_CREATE_MUTABLE_FORMAT_BIT);
|
|
}
|
|
|
|
return result;
|
|
}
|
|
|
|
bool VKTexture::allocate()
|
|
{
|
|
BLI_assert(vk_image_ == VK_NULL_HANDLE);
|
|
BLI_assert(!is_texture_view());
|
|
|
|
VKContext &context = *VKContext::get();
|
|
const VKDevice &device = VKBackend::get().device_get();
|
|
VkImageCreateInfo image_info = {};
|
|
image_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
|
|
image_info.flags = to_vk_image_create(type_, format_flag_, usage_get());
|
|
image_info.imageType = to_vk_image_type(type_);
|
|
image_info.extent = vk_extent_3d(0);
|
|
image_info.mipLevels = max_ii(mipmaps_, 1);
|
|
image_info.arrayLayers = vk_layer_count(1);
|
|
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)
|
|
{
|
|
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
|
|
{
|
|
if (is_texture_view()) {
|
|
return source_texture_->current_layout_get();
|
|
}
|
|
return current_layout_;
|
|
}
|
|
|
|
void VKTexture::current_layout_set(const VkImageLayout new_layout)
|
|
{
|
|
BLI_assert(!is_texture_view());
|
|
current_layout_ = new_layout;
|
|
}
|
|
|
|
void VKTexture::layout_ensure(VKContext &context,
|
|
const VkImageLayout requested_layout,
|
|
const VkAccessFlagBits src_access,
|
|
const VkAccessFlagBits dst_access)
|
|
{
|
|
if (is_texture_view()) {
|
|
source_texture_->layout_ensure(context, requested_layout);
|
|
return;
|
|
}
|
|
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,
|
|
src_access,
|
|
dst_access);
|
|
current_layout_set(requested_layout);
|
|
}
|
|
|
|
void VKTexture::layout_ensure(VKContext &context,
|
|
const IndexRange mipmap_range,
|
|
const VkImageLayout current_layout,
|
|
const VkImageLayout requested_layout,
|
|
const VkAccessFlagBits src_access,
|
|
const VkAccessFlagBits dst_access)
|
|
{
|
|
BLI_assert(vk_image_ != VK_NULL_HANDLE);
|
|
VkImageMemoryBarrier barrier{};
|
|
barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
|
|
barrier.oldLayout = current_layout;
|
|
barrier.newLayout = requested_layout;
|
|
barrier.srcAccessMask = src_access;
|
|
barrier.dstAccessMask = dst_access;
|
|
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_buffers_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()
|
|
{
|
|
image_view_.emplace(VKImageView(*this,
|
|
eImageViewUsage::ShaderBinding,
|
|
layer_range(),
|
|
mip_map_range(),
|
|
use_stencil_,
|
|
true,
|
|
name_));
|
|
}
|
|
|
|
IndexRange VKTexture::mip_map_range() const
|
|
{
|
|
return IndexRange(mip_min_, mip_max_ - mip_min_ + 1);
|
|
}
|
|
|
|
IndexRange VKTexture::layer_range() const
|
|
{
|
|
if (is_texture_view()) {
|
|
return IndexRange(layer_offset_, 1);
|
|
}
|
|
else {
|
|
return IndexRange(
|
|
0, ELEM(type_, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY) ? d_ : VK_REMAINING_ARRAY_LAYERS);
|
|
}
|
|
}
|
|
|
|
int VKTexture::vk_layer_count(int non_layered_value) const
|
|
{
|
|
if (is_texture_view()) {
|
|
return 1;
|
|
}
|
|
return type_ == GPU_TEXTURE_CUBE ? d_ :
|
|
(type_ & GPU_TEXTURE_ARRAY) ? layer_count() :
|
|
non_layered_value;
|
|
}
|
|
|
|
VkExtent3D VKTexture::vk_extent_3d(int mip_level) const
|
|
{
|
|
int extent[3] = {1, 1, 1};
|
|
mip_size_get(mip_level, extent);
|
|
if (ELEM(type_, GPU_TEXTURE_CUBE, GPU_TEXTURE_CUBE_ARRAY, GPU_TEXTURE_2D_ARRAY)) {
|
|
extent[2] = 1;
|
|
}
|
|
if (ELEM(type_, GPU_TEXTURE_1D_ARRAY)) {
|
|
extent[1] = 1;
|
|
extent[2] = 1;
|
|
}
|
|
|
|
VkExtent3D result{static_cast<uint32_t>(extent[0]),
|
|
static_cast<uint32_t>(extent[1]),
|
|
static_cast<uint32_t>(extent[2])};
|
|
return result;
|
|
}
|
|
|
|
/** \} */
|
|
|
|
} // namespace blender::gpu
|