281 lines
11 KiB
C++
281 lines
11 KiB
C++
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// Copyright 2016 Dolphin Emulator Project
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// Licensed under GPLv2+
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// Refer to the license.txt file included.
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#include <algorithm>
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#include "VideoBackends/Vulkan/CommandBufferManager.h"
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#include "VideoBackends/Vulkan/Texture2D.h"
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#include "VideoBackends/Vulkan/VulkanContext.h"
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namespace Vulkan
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{
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Texture2D::Texture2D(u32 width, u32 height, u32 levels, u32 layers, VkFormat format,
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VkSampleCountFlagBits samples, VkImageViewType view_type, VkImage image,
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VkDeviceMemory device_memory, VkImageView view)
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: m_width(width), m_height(height), m_levels(levels), m_layers(layers), m_format(format),
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m_samples(samples), m_view_type(view_type), m_image(image), m_device_memory(device_memory),
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m_view(view)
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{
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}
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Texture2D::~Texture2D()
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{
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g_command_buffer_mgr->DeferResourceDestruction(m_view);
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// If we don't have device memory allocated, the image is not owned by us (e.g. swapchain)
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if (m_device_memory != VK_NULL_HANDLE)
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{
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g_command_buffer_mgr->DeferResourceDestruction(m_image);
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g_command_buffer_mgr->DeferResourceDestruction(m_device_memory);
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}
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}
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std::unique_ptr<Texture2D> Texture2D::Create(u32 width, u32 height, u32 levels, u32 layers,
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VkFormat format, VkSampleCountFlagBits samples,
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VkImageViewType view_type, VkImageTiling tiling,
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VkImageUsageFlags usage)
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{
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VkImageCreateInfo image_info = {VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO,
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nullptr,
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0,
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VK_IMAGE_TYPE_2D,
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format,
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{width, height, 1},
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levels,
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layers,
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samples,
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tiling,
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usage,
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VK_SHARING_MODE_EXCLUSIVE,
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0,
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nullptr,
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VK_IMAGE_LAYOUT_UNDEFINED};
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VkImage image = VK_NULL_HANDLE;
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VkResult res = vkCreateImage(g_vulkan_context->GetDevice(), &image_info, nullptr, &image);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateImage failed: ");
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return nullptr;
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}
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// Allocate memory to back this texture, we want device local memory in this case
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VkMemoryRequirements memory_requirements;
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vkGetImageMemoryRequirements(g_vulkan_context->GetDevice(), image, &memory_requirements);
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VkMemoryAllocateInfo memory_info = {
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VK_STRUCTURE_TYPE_MEMORY_ALLOCATE_INFO, nullptr, memory_requirements.size,
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g_vulkan_context->GetMemoryType(memory_requirements.memoryTypeBits,
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VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT)};
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VkDeviceMemory device_memory;
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res = vkAllocateMemory(g_vulkan_context->GetDevice(), &memory_info, nullptr, &device_memory);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkAllocateMemory failed: ");
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vkDestroyImage(g_vulkan_context->GetDevice(), image, nullptr);
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return nullptr;
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}
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res = vkBindImageMemory(g_vulkan_context->GetDevice(), image, device_memory, 0);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkBindImageMemory failed: ");
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vkDestroyImage(g_vulkan_context->GetDevice(), image, nullptr);
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vkFreeMemory(g_vulkan_context->GetDevice(), device_memory, nullptr);
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return nullptr;
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}
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VkImageViewCreateInfo view_info = {
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VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
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nullptr,
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0,
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image,
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view_type,
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format,
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{VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
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VK_COMPONENT_SWIZZLE_IDENTITY},
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{Util::IsDepthFormat(format) ? static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_DEPTH_BIT) :
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static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_COLOR_BIT),
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0, levels, 0, layers}};
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VkImageView view = VK_NULL_HANDLE;
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res = vkCreateImageView(g_vulkan_context->GetDevice(), &view_info, nullptr, &view);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateImageView failed: ");
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vkDestroyImage(g_vulkan_context->GetDevice(), image, nullptr);
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vkFreeMemory(g_vulkan_context->GetDevice(), device_memory, nullptr);
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return nullptr;
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}
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return std::make_unique<Texture2D>(width, height, levels, layers, format, samples, view_type,
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image, device_memory, view);
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}
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std::unique_ptr<Texture2D> Texture2D::CreateFromExistingImage(u32 width, u32 height, u32 levels,
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u32 layers, VkFormat format,
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VkSampleCountFlagBits samples,
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VkImageViewType view_type,
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VkImage existing_image)
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{
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// Only need to create the image view, this is mainly for swap chains.
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VkImageViewCreateInfo view_info = {
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VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO,
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nullptr,
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0,
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existing_image,
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view_type,
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format,
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{VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
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VK_COMPONENT_SWIZZLE_IDENTITY},
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{Util::IsDepthFormat(format) ? static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_DEPTH_BIT) :
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static_cast<VkImageAspectFlags>(VK_IMAGE_ASPECT_COLOR_BIT),
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0, levels, 0, layers}};
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VkImageView view = VK_NULL_HANDLE;
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VkResult res = vkCreateImageView(g_vulkan_context->GetDevice(), &view_info, nullptr, &view);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateImageView failed: ");
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return nullptr;
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}
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return std::make_unique<Texture2D>(width, height, levels, layers, format, samples, view_type,
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existing_image, nullptr, view);
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}
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void Texture2D::OverrideImageLayout(VkImageLayout new_layout)
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{
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m_layout = new_layout;
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}
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void Texture2D::TransitionToLayout(VkCommandBuffer command_buffer, VkImageLayout new_layout)
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{
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if (m_layout == new_layout)
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return;
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VkImageMemoryBarrier barrier = {
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VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, // VkStructureType sType
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nullptr, // const void* pNext
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0, // VkAccessFlags srcAccessMask
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0, // VkAccessFlags dstAccessMask
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m_layout, // VkImageLayout oldLayout
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new_layout, // VkImageLayout newLayout
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VK_QUEUE_FAMILY_IGNORED, // uint32_t srcQueueFamilyIndex
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VK_QUEUE_FAMILY_IGNORED, // uint32_t dstQueueFamilyIndex
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m_image, // VkImage image
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{static_cast<VkImageAspectFlags>(Util::IsDepthFormat(m_format) ? VK_IMAGE_ASPECT_DEPTH_BIT :
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VK_IMAGE_ASPECT_COLOR_BIT),
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0, m_levels, 0, m_layers} // VkImageSubresourceRange subresourceRange
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};
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// srcStageMask -> Stages that must complete before the barrier
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// dstStageMask -> Stages that must wait for after the barrier before beginning
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VkPipelineStageFlags srcStageMask, dstStageMask;
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switch (m_layout)
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{
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case VK_IMAGE_LAYOUT_UNDEFINED:
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// Layout undefined therefore contents undefined, and we don't care what happens to it.
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barrier.srcAccessMask = 0;
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srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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break;
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case VK_IMAGE_LAYOUT_PREINITIALIZED:
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// Image has been pre-initialized by the host, so ensure all writes have completed.
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barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
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srcStageMask = VK_PIPELINE_STAGE_HOST_BIT;
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break;
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case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
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// Image was being used as a color attachment, so ensure all writes have completed.
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barrier.srcAccessMask =
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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break;
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case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
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// Image was being used as a depthstencil attachment, so ensure all writes have completed.
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barrier.srcAccessMask =
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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srcStageMask = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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break;
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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// Image was being used as a shader resource, make sure all reads have finished.
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barrier.srcAccessMask = VK_ACCESS_SHADER_READ_BIT;
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srcStageMask = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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break;
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case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
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// Image was being used as a copy source, ensure all reads have finished.
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barrier.srcAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
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srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
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break;
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case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
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// Image was being used as a copy destination, ensure all writes have finished.
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barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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srcStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
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break;
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default:
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srcStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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break;
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}
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switch (new_layout)
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{
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case VK_IMAGE_LAYOUT_UNDEFINED:
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barrier.dstAccessMask = 0;
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dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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break;
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case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
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barrier.dstAccessMask =
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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break;
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case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
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barrier.dstAccessMask =
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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break;
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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// TODO: Can we use FRAGMENT_SHADER here? We don't sample textures in the earlier stages.
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barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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break;
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case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
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barrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
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dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
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break;
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case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
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barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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dstStageMask = VK_PIPELINE_STAGE_TRANSFER_BIT;
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break;
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case VK_IMAGE_LAYOUT_PRESENT_SRC_KHR:
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barrier.dstAccessMask = VK_ACCESS_MEMORY_READ_BIT;
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srcStageMask = VK_PIPELINE_STAGE_ALL_COMMANDS_BIT;
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dstStageMask = VK_PIPELINE_STAGE_BOTTOM_OF_PIPE_BIT;
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break;
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default:
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dstStageMask = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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break;
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}
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vkCmdPipelineBarrier(command_buffer, srcStageMask, dstStageMask, 0, 0, nullptr, 0, nullptr, 1,
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&barrier);
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m_layout = new_layout;
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}
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} // namespace Vulkan
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