mirror of https://github.com/PCSX2/pcsx2.git
396 lines
14 KiB
C++
396 lines
14 KiB
C++
/* PCSX2 - PS2 Emulator for PCs
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* Copyright (C) 2002-2021 PCSX2 Dev Team
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*
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* PCSX2 is free software: you can redistribute it and/or modify it under the terms
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* of the GNU Lesser General Public License as published by the Free Software Found-
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* ation, either version 3 of the License, or (at your option) any later version.
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*
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* PCSX2 is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY;
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* without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR
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* PURPOSE. See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License along with PCSX2.
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* If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "common/Vulkan/Texture.h"
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#include "common/Vulkan/Context.h"
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#include "common/Vulkan/Util.h"
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#include "common/Assertions.h"
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#include "common/Console.h"
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#include <algorithm>
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static constexpr VkComponentMapping s_identity_swizzle{VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY,
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VK_COMPONENT_SWIZZLE_IDENTITY, VK_COMPONENT_SWIZZLE_IDENTITY};
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namespace Vulkan
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{
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Texture::Texture() = default;
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Texture::Texture(Texture&& move)
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: m_width(move.m_width)
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, m_height(move.m_height)
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, m_levels(move.m_levels)
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, m_layers(move.m_layers)
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, m_format(move.m_format)
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, m_samples(move.m_samples)
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, m_view_type(move.m_view_type)
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, m_layout(move.m_layout)
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, m_image(move.m_image)
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, m_allocation(move.m_allocation)
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, m_view(move.m_view)
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{
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move.m_width = 0;
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move.m_height = 0;
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move.m_levels = 0;
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move.m_layers = 0;
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move.m_format = VK_FORMAT_UNDEFINED;
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move.m_samples = VK_SAMPLE_COUNT_1_BIT;
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move.m_view_type = VK_IMAGE_VIEW_TYPE_2D;
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move.m_layout = VK_IMAGE_LAYOUT_UNDEFINED;
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move.m_image = VK_NULL_HANDLE;
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move.m_allocation = VK_NULL_HANDLE;
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move.m_view = VK_NULL_HANDLE;
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}
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Texture::~Texture()
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{
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if (IsValid())
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Destroy(true);
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}
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Vulkan::Texture& Texture::operator=(Texture&& move)
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{
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if (IsValid())
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Destroy(true);
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std::swap(m_width, move.m_width);
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std::swap(m_height, move.m_height);
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std::swap(m_levels, move.m_levels);
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std::swap(m_layers, move.m_layers);
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std::swap(m_format, move.m_format);
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std::swap(m_samples, move.m_samples);
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std::swap(m_view_type, move.m_view_type);
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std::swap(m_layout, move.m_layout);
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std::swap(m_image, move.m_image);
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std::swap(m_allocation, move.m_allocation);
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std::swap(m_view, move.m_view);
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return *this;
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}
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bool Texture::Create(u32 width, u32 height, u32 levels, u32 layers, VkFormat format, VkSampleCountFlagBits samples,
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VkImageViewType view_type, VkImageTiling tiling, VkImageUsageFlags usage,
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const VkComponentMapping* swizzle /* = nullptr*/)
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{
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const VkImageCreateInfo image_info = {VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO, nullptr, 0, VK_IMAGE_TYPE_2D, format,
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{width, height, 1}, levels, layers, samples, tiling, usage, VK_SHARING_MODE_EXCLUSIVE, 0, nullptr,
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VK_IMAGE_LAYOUT_UNDEFINED};
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VmaAllocationCreateInfo aci = {};
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aci.usage = VMA_MEMORY_USAGE_GPU_ONLY;
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aci.flags = VMA_ALLOCATION_CREATE_WITHIN_BUDGET_BIT;
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aci.requiredFlags = VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT;
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VkImage image = VK_NULL_HANDLE;
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VmaAllocation allocation = VK_NULL_HANDLE;
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VkResult res =
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vmaCreateImage(g_vulkan_context->GetAllocator(), &image_info, &aci, &image, &allocation, nullptr);
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if (res == VK_ERROR_OUT_OF_DEVICE_MEMORY)
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{
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DevCon.WriteLn("Failed to allocate device memory for %ux%u texture", width, height);
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return false;
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}
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else if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vmaCreateImage failed: ");
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return false;
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}
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const VkImageViewCreateInfo view_info = {VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, nullptr, 0, image, view_type,
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format, swizzle ? *swizzle : s_identity_swizzle,
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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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vmaDestroyImage(g_vulkan_context->GetAllocator(), image, allocation);
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return false;
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}
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if (IsValid())
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Destroy(true);
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m_width = width;
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m_height = height;
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m_levels = levels;
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m_layers = layers;
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m_format = format;
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m_samples = samples;
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m_view_type = view_type;
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m_image = image;
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m_allocation = allocation;
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m_view = view;
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return true;
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}
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bool Texture::Adopt(VkImage existing_image, VkImageViewType view_type, u32 width, u32 height, u32 levels,
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u32 layers, VkFormat format, VkSampleCountFlagBits samples, const VkComponentMapping* swizzle /* = nullptr*/)
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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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const VkImageViewCreateInfo view_info = {VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO, nullptr, 0, existing_image,
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view_type, format, swizzle ? *swizzle : s_identity_swizzle,
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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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// Memory is managed by the owner of the image.
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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 false;
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}
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if (IsValid())
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Destroy(true);
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m_width = width;
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m_height = height;
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m_levels = levels;
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m_layers = layers;
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m_format = format;
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m_samples = samples;
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m_view_type = view_type;
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m_image = existing_image;
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m_view = view;
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return true;
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}
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void Texture::Destroy(bool defer /* = true */)
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{
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if (m_view != VK_NULL_HANDLE)
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{
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if (defer)
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g_vulkan_context->DeferImageViewDestruction(m_view);
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else
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vkDestroyImageView(g_vulkan_context->GetDevice(), m_view, nullptr);
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m_view = VK_NULL_HANDLE;
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}
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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_allocation != VK_NULL_HANDLE)
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{
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pxAssert(m_image != VK_NULL_HANDLE);
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if (defer)
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g_vulkan_context->DeferImageDestruction(m_image, m_allocation);
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else
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vmaDestroyImage(g_vulkan_context->GetAllocator(), m_image, m_allocation);
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m_image = VK_NULL_HANDLE;
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m_allocation = VK_NULL_HANDLE;
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}
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m_width = 0;
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m_height = 0;
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m_levels = 0;
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m_layers = 0;
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m_format = VK_FORMAT_UNDEFINED;
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m_samples = VK_SAMPLE_COUNT_1_BIT;
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m_view_type = VK_IMAGE_VIEW_TYPE_2D;
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m_layout = VK_IMAGE_LAYOUT_UNDEFINED;
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}
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void Texture::OverrideImageLayout(VkImageLayout new_layout) { m_layout = new_layout; }
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void Texture::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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TransitionSubresourcesToLayout(command_buffer, 0, m_levels, 0, m_layers, m_layout, new_layout);
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m_layout = new_layout;
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}
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void Texture::TransitionSubresourcesToLayout(VkCommandBuffer command_buffer, u32 start_level, u32 num_levels,
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u32 start_layer, u32 num_layers, VkImageLayout old_layout, VkImageLayout new_layout)
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{
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VkImageAspectFlags aspect;
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if (Util::IsDepthStencilFormat(m_format))
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aspect = VK_IMAGE_ASPECT_DEPTH_BIT | VK_IMAGE_ASPECT_STENCIL_BIT;
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else if (Util::IsDepthFormat(m_format))
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aspect = VK_IMAGE_ASPECT_DEPTH_BIT;
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else
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aspect = VK_IMAGE_ASPECT_COLOR_BIT;
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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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old_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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{aspect, start_level, num_levels, start_layer, num_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 (old_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 = 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_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_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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case VK_IMAGE_LAYOUT_GENERAL:
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// General is used for feedback loops.
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barrier.srcAccessMask = (aspect == VK_IMAGE_ASPECT_COLOR_BIT) ?
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(VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_INPUT_ATTACHMENT_READ_BIT) :
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(VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT);
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srcStageMask = (aspect == VK_IMAGE_ASPECT_COLOR_BIT) ?
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(VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT) :
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(VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_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 = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dstStageMask = 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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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_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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break;
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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dstStageMask = 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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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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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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case VK_IMAGE_LAYOUT_GENERAL:
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// General is used for feedback loops.
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barrier.dstAccessMask = (aspect == VK_IMAGE_ASPECT_COLOR_BIT) ?
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(VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT | VK_ACCESS_INPUT_ATTACHMENT_READ_BIT) :
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(VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT | VK_ACCESS_SHADER_READ_BIT);
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dstStageMask = (aspect == VK_IMAGE_ASPECT_COLOR_BIT) ?
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(VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT) :
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(VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_FRAGMENT_SHADER_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, &barrier);
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}
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VkFramebuffer Texture::CreateFramebuffer(VkRenderPass render_pass)
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{
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const VkFramebufferCreateInfo ci = {VK_STRUCTURE_TYPE_FRAMEBUFFER_CREATE_INFO, nullptr, 0u, render_pass, 1,
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&m_view, m_width, m_height, m_layers};
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VkFramebuffer fb = VK_NULL_HANDLE;
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VkResult res = vkCreateFramebuffer(g_vulkan_context->GetDevice(), &ci, nullptr, &fb);
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if (res != VK_SUCCESS)
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{
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LOG_VULKAN_ERROR(res, "vkCreateFramebuffer() failed: ");
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return VK_NULL_HANDLE;
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}
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return fb;
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}
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void Texture::UpdateFromBuffer(VkCommandBuffer cmdbuf, u32 level, u32 layer, u32 x, u32 y, u32 width, u32 height,
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u32 buffer_height, u32 row_length, VkBuffer buffer, u32 buffer_offset)
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{
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const VkImageLayout old_layout = m_layout;
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if (old_layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
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TransitionSubresourcesToLayout(
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cmdbuf, level, 1, layer, 1, old_layout, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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const VkBufferImageCopy bic = {static_cast<VkDeviceSize>(buffer_offset), row_length, buffer_height,
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{VK_IMAGE_ASPECT_COLOR_BIT, level, layer, 1u}, {static_cast<int32_t>(x), static_cast<int32_t>(y), 0},
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{width, height, 1u}};
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vkCmdCopyBufferToImage(cmdbuf, buffer, m_image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &bic);
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if (old_layout != VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL)
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TransitionSubresourcesToLayout(
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cmdbuf, level, 1, layer, 1, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, old_layout);
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}
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} // namespace Vulkan
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