Beginnings of texture conversion/uploads
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8ca9c6f6f4
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af7fc20c38
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@ -81,83 +81,304 @@ TextureCache::TextureCache(RegisterFile* register_file,
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nullptr, &texture_descriptor_set_layout_);
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CheckResult(err, "vkCreateDescriptorSetLayout");
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SetupGridImages();
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// Allocate memory for a staging buffer.
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VkBufferCreateInfo staging_buffer_info;
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staging_buffer_info.sType = VK_STRUCTURE_TYPE_BUFFER_CREATE_INFO;
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staging_buffer_info.pNext = nullptr;
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staging_buffer_info.flags = 0;
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staging_buffer_info.size = 2048 * 2048 * 4; // 16MB buffer
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staging_buffer_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
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staging_buffer_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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staging_buffer_info.queueFamilyIndexCount = 0;
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staging_buffer_info.pQueueFamilyIndices = nullptr;
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err =
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vkCreateBuffer(*device_, &staging_buffer_info, nullptr, &staging_buffer_);
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CheckResult(err, "vkCreateBuffer");
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if (err == VK_SUCCESS) {
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VkMemoryRequirements staging_buffer_reqs;
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vkGetBufferMemoryRequirements(*device_, staging_buffer_,
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&staging_buffer_reqs);
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staging_buffer_mem_ = device_->AllocateMemory(staging_buffer_reqs);
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assert_not_null(staging_buffer_mem_);
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err = vkBindBufferMemory(*device_, staging_buffer_, staging_buffer_mem_, 0);
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CheckResult(err, "vkBindBufferMemory");
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// Upload a grid into the staging buffer.
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uint32_t* gpu_data = nullptr;
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err =
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vkMapMemory(*device_, staging_buffer_mem_, 0, staging_buffer_info.size,
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0, reinterpret_cast<void**>(&gpu_data));
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CheckResult(err, "vkMapMemory");
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int width = 2048;
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int height = 2048;
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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gpu_data[y * width + x] =
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((y % 32 < 16) ^ (x % 32 >= 16)) ? 0xFF0000FF : 0xFFFFFFFF;
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}
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}
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vkUnmapMemory(*device_, staging_buffer_mem_);
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}
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}
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TextureCache::~TextureCache() {
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vkDestroyImageView(*device_, grid_image_2d_view_, nullptr);
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vkDestroyImage(*device_, grid_image_2d_, nullptr);
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vkFreeMemory(*device_, grid_image_2d_memory_, nullptr);
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vkDestroyDescriptorSetLayout(*device_, texture_descriptor_set_layout_,
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nullptr);
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vkDestroyDescriptorPool(*device_, descriptor_pool_, nullptr);
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}
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void TextureCache::SetupGridImages() {
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VkImageCreateInfo image_info;
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TextureCache::Texture* TextureCache::Demand(const TextureInfo& texture_info,
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VkCommandBuffer command_buffer) {
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// Run a tight loop to scan for an existing texture.
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auto texture_hash = texture_info.hash();
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for (auto it = textures_.find(texture_hash); it != textures_.end(); ++it) {
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if (it->second->texture_info == texture_info) {
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return it->second.get();
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}
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}
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// Though we didn't find an exact match, that doesn't mean we're out of the
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// woods yet. This texture could either be a portion of another texture or
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// vice versa. Check for overlap before uploading.
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for (auto it = textures_.begin(); it != textures_.end(); ++it) {
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}
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if (!command_buffer) {
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// Texture not found and no command buffer was passed allowing us to upload
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// a new one.
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return nullptr;
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}
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// Create a new texture and cache it.
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auto texture = AllocateTexture(texture_info);
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if (!texture) {
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// Failed to allocate texture (out of memory?)
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assert_always();
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return nullptr;
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}
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if (!UploadTexture2D(command_buffer, texture, texture_info)) {
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// TODO: Destroy the texture.
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assert_always();
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return nullptr;
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}
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textures_[texture_hash] = std::unique_ptr<Texture>(texture);
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return texture;
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}
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TextureCache::Sampler* TextureCache::Demand(const SamplerInfo& sampler_info) {
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auto sampler_hash = sampler_info.hash();
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for (auto it = samplers_.find(sampler_hash); it != samplers_.end(); ++it) {
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if (it->second->sampler_info == sampler_info) {
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// Found a compatible sampler.
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return it->second.get();
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}
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}
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VkResult status = VK_SUCCESS;
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// Create a new sampler and cache it.
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// TODO: Actually set the properties
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VkSamplerCreateInfo sampler_create_info;
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sampler_create_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
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sampler_create_info.pNext = nullptr;
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sampler_create_info.flags = 0;
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sampler_create_info.magFilter = VK_FILTER_NEAREST;
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sampler_create_info.minFilter = VK_FILTER_NEAREST;
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sampler_create_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
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sampler_create_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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sampler_create_info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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sampler_create_info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
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sampler_create_info.mipLodBias = 0.0f;
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sampler_create_info.anisotropyEnable = VK_FALSE;
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sampler_create_info.maxAnisotropy = 1.0f;
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sampler_create_info.compareEnable = VK_FALSE;
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sampler_create_info.compareOp = VK_COMPARE_OP_ALWAYS;
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sampler_create_info.minLod = 0.0f;
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sampler_create_info.maxLod = 0.0f;
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sampler_create_info.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
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sampler_create_info.unnormalizedCoordinates = VK_FALSE;
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VkSampler vk_sampler;
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status =
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vkCreateSampler(*device_, &sampler_create_info, nullptr, &vk_sampler);
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CheckResult(status, "vkCreateSampler");
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if (status != VK_SUCCESS) {
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return nullptr;
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}
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auto sampler = new Sampler();
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sampler->sampler = vk_sampler;
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sampler->sampler_info = sampler_info;
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samplers_[sampler_hash] = std::unique_ptr<Sampler>(sampler);
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return sampler;
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}
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TextureCache::Texture* TextureCache::AllocateTexture(TextureInfo texture_info) {
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// Create an image first.
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VkImageCreateInfo image_info = {};
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image_info.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
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image_info.pNext = nullptr;
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image_info.flags = 0;
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image_info.imageType = VK_IMAGE_TYPE_2D;
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switch (texture_info.dimension) {
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case Dimension::k1D:
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image_info.imageType = VK_IMAGE_TYPE_1D;
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break;
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case Dimension::k2D:
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image_info.imageType = VK_IMAGE_TYPE_2D;
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break;
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case Dimension::k3D:
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image_info.imageType = VK_IMAGE_TYPE_3D;
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break;
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case Dimension::kCube:
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image_info.imageType = VK_IMAGE_TYPE_2D;
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image_info.flags |= VK_IMAGE_CREATE_CUBE_COMPATIBLE_BIT;
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break;
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default:
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assert_unhandled_case(texture_info.dimension);
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return nullptr;
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}
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// TODO: Format
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image_info.format = VK_FORMAT_R8G8B8A8_UNORM;
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image_info.extent = {8, 8, 1};
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image_info.extent = {texture_info.width + 1, texture_info.height + 1,
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texture_info.depth + 1};
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image_info.mipLevels = 1;
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image_info.arrayLayers = 1;
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image_info.samples = VK_SAMPLE_COUNT_1_BIT;
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image_info.tiling = VK_IMAGE_TILING_LINEAR;
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image_info.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
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image_info.tiling = VK_IMAGE_TILING_OPTIMAL;
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image_info.usage =
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VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT;
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image_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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image_info.queueFamilyIndexCount = 0;
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image_info.pQueueFamilyIndices = nullptr;
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image_info.initialLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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auto err = vkCreateImage(*device_, &image_info, nullptr, &grid_image_2d_);
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image_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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VkImage image;
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auto err = vkCreateImage(*device_, &image_info, nullptr, &image);
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CheckResult(err, "vkCreateImage");
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VkMemoryRequirements memory_requirements;
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vkGetImageMemoryRequirements(*device_, grid_image_2d_, &memory_requirements);
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grid_image_2d_memory_ = device_->AllocateMemory(
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memory_requirements, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT);
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err = vkBindImageMemory(*device_, grid_image_2d_, grid_image_2d_memory_, 0);
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VkMemoryRequirements mem_requirements;
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vkGetImageMemoryRequirements(*device_, image, &mem_requirements);
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// TODO: Use a circular buffer or something else to allocate this memory.
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// The device has a limited amount (around 64) of memory allocations that we
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// can make.
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// Now that we have the size, back the image with GPU memory.
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auto memory = device_->AllocateMemory(mem_requirements, 0);
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err = vkBindImageMemory(*device_, image, memory, 0);
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CheckResult(err, "vkBindImageMemory");
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auto texture = new Texture();
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texture->format = image_info.format;
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texture->image = image;
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texture->memory_offset = 0;
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texture->memory_size = mem_requirements.size;
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texture->texture_info = texture_info;
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texture->texture_memory = memory;
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// Create a default view, just for kicks.
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VkImageViewCreateInfo view_info;
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view_info.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
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view_info.pNext = nullptr;
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view_info.flags = 0;
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view_info.image = grid_image_2d_;
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view_info.image = image;
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view_info.viewType = VK_IMAGE_VIEW_TYPE_2D;
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view_info.format = VK_FORMAT_R8G8B8A8_UNORM;
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view_info.format = image_info.format;
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view_info.components = {
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VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B,
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VK_COMPONENT_SWIZZLE_A,
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};
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view_info.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
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err = vkCreateImageView(*device_, &view_info, nullptr, &grid_image_2d_view_);
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VkImageView view;
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err = vkCreateImageView(*device_, &view_info, nullptr, &view);
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CheckResult(err, "vkCreateImageView");
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VkImageSubresource subresource;
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subresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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subresource.mipLevel = 0;
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subresource.arrayLayer = 0;
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VkSubresourceLayout layout;
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vkGetImageSubresourceLayout(*device_, grid_image_2d_, &subresource, &layout);
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void* gpu_data = nullptr;
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err = vkMapMemory(*device_, grid_image_2d_memory_, 0, layout.size, 0,
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&gpu_data);
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CheckResult(err, "vkMapMemory");
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uint32_t grid_pixels[8 * 8];
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for (int y = 0; y < 8; ++y) {
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for (int x = 0; x < 8; ++x) {
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grid_pixels[y * 8 + x] =
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((y % 2 == 0) ^ (x % 2 != 0)) ? 0xFFFFFFFF : 0xFF0000FF;
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}
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if (err == VK_SUCCESS) {
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auto texture_view = std::make_unique<TextureView>();
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texture_view->texture = texture;
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texture_view->view = view;
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texture->views.push_back(std::move(texture_view));
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}
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std::memcpy(gpu_data, grid_pixels, sizeof(grid_pixels));
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vkUnmapMemory(*device_, grid_image_2d_memory_);
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return texture;
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}
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bool TextureCache::FreeTexture(Texture* texture) {
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// TODO(DrChat)
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return false;
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}
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bool TextureCache::UploadTexture2D(VkCommandBuffer command_buffer,
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Texture* dest, TextureInfo src) {
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// TODO: We need to allocate memory to use as a staging buffer. We can then
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// raw copy the texture from system memory into the staging buffer and use a
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// shader to convert the texture into a format consumable by the host GPU.
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// Need to have unique memory for every upload for at least one frame. If we
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// run out of memory, we need to flush all queued upload commands to the GPU.
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// TODO: Upload memory here.
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// Insert a memory barrier into the command buffer to ensure the upload has
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// finished before we copy it into the destination texture.
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VkBufferMemoryBarrier upload_barrier = {
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VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER,
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NULL,
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VK_ACCESS_HOST_WRITE_BIT,
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VK_ACCESS_TRANSFER_READ_BIT,
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VK_QUEUE_FAMILY_IGNORED,
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VK_QUEUE_FAMILY_IGNORED,
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staging_buffer_,
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0,
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2048 * 2048 * 4,
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};
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 1,
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&upload_barrier, 0, nullptr);
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// Transition the texture into a transfer destination layout.
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VkImageMemoryBarrier barrier;
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barrier.sType = VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER;
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barrier.pNext = nullptr;
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barrier.srcAccessMask = 0;
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barrier.dstAccessMask =
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VK_ACCESS_TRANSFER_WRITE_BIT | VK_ACCESS_HOST_WRITE_BIT;
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barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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barrier.srcQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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barrier.dstQueueFamilyIndex = VK_QUEUE_FAMILY_IGNORED;
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barrier.image = dest->image;
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barrier.subresourceRange = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1};
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0,
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nullptr, 1, &barrier);
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// For now, just transfer the grid we uploaded earlier into the texture.
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VkBufferImageCopy copy_region;
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copy_region.bufferOffset = 0;
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copy_region.bufferRowLength = 0;
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copy_region.bufferImageHeight = 0;
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copy_region.imageSubresource = {VK_IMAGE_ASPECT_COLOR_BIT, 0, 0, 1};
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copy_region.imageOffset = {0, 0, 0};
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copy_region.imageExtent = {dest->texture_info.width + 1,
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dest->texture_info.height + 1,
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dest->texture_info.depth + 1};
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vkCmdCopyBufferToImage(command_buffer, staging_buffer_, dest->image,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ©_region);
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// Now transition the texture into a shader readonly source.
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barrier.srcAccessMask = barrier.dstAccessMask;
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barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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barrier.oldLayout = barrier.newLayout;
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barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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vkCmdPipelineBarrier(command_buffer, VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT, 0, 0, nullptr, 0,
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nullptr, 1, &barrier);
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return true;
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}
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VkDescriptorSet TextureCache::PrepareTextureSet(
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@ -179,9 +400,11 @@ VkDescriptorSet TextureCache::PrepareTextureSet(
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// shaders.
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bool any_failed = false;
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any_failed =
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!SetupTextureBindings(update_set_info, vertex_bindings) || any_failed;
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!SetupTextureBindings(update_set_info, vertex_bindings, command_buffer) ||
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any_failed;
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any_failed =
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!SetupTextureBindings(update_set_info, pixel_bindings) || any_failed;
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!SetupTextureBindings(update_set_info, pixel_bindings, command_buffer) ||
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any_failed;
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if (any_failed) {
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XELOGW("Failed to setup one or more texture bindings");
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// TODO(benvanik): actually bail out here?
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@ -269,13 +492,16 @@ VkDescriptorSet TextureCache::PrepareTextureSet(
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bool TextureCache::SetupTextureBindings(
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UpdateSetInfo* update_set_info,
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const std::vector<Shader::TextureBinding>& bindings) {
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const std::vector<Shader::TextureBinding>& bindings,
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VkCommandBuffer command_buffer) {
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bool any_failed = false;
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for (auto& binding : bindings) {
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uint32_t fetch_bit = 1 << binding.fetch_constant;
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if ((update_set_info->has_setup_fetch_mask & fetch_bit) == 0) {
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// Needs setup.
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any_failed = !SetupTextureBinding(update_set_info, binding) || any_failed;
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any_failed =
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!SetupTextureBinding(update_set_info, binding, command_buffer) ||
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any_failed;
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update_set_info->has_setup_fetch_mask |= fetch_bit;
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}
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}
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@ -283,7 +509,8 @@ bool TextureCache::SetupTextureBindings(
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}
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bool TextureCache::SetupTextureBinding(UpdateSetInfo* update_set_info,
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const Shader::TextureBinding& binding) {
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const Shader::TextureBinding& binding,
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VkCommandBuffer command_buffer) {
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auto& regs = *register_file_;
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int r = XE_GPU_REG_SHADER_CONSTANT_FETCH_00_0 + binding.fetch_constant * 6;
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auto group =
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@ -308,41 +535,21 @@ bool TextureCache::SetupTextureBinding(UpdateSetInfo* update_set_info,
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return false; // invalid texture used
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}
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auto texture = Demand(texture_info, command_buffer);
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auto sampler = Demand(sampler_info);
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assert_true(texture != nullptr && sampler != nullptr);
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trace_writer_->WriteMemoryRead(texture_info.guest_address,
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texture_info.input_length);
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// TODO(benvanik): reuse.
|
||||
VkSamplerCreateInfo sampler_create_info;
|
||||
sampler_create_info.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
|
||||
sampler_create_info.pNext = nullptr;
|
||||
sampler_create_info.flags = 0;
|
||||
sampler_create_info.magFilter = VK_FILTER_NEAREST;
|
||||
sampler_create_info.minFilter = VK_FILTER_NEAREST;
|
||||
sampler_create_info.mipmapMode = VK_SAMPLER_MIPMAP_MODE_NEAREST;
|
||||
sampler_create_info.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
sampler_create_info.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
sampler_create_info.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
|
||||
sampler_create_info.mipLodBias = 0.0f;
|
||||
sampler_create_info.anisotropyEnable = VK_FALSE;
|
||||
sampler_create_info.maxAnisotropy = 1.0f;
|
||||
sampler_create_info.compareEnable = VK_FALSE;
|
||||
sampler_create_info.compareOp = VK_COMPARE_OP_ALWAYS;
|
||||
sampler_create_info.minLod = 0.0f;
|
||||
sampler_create_info.maxLod = 0.0f;
|
||||
sampler_create_info.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_BLACK;
|
||||
sampler_create_info.unnormalizedCoordinates = VK_FALSE;
|
||||
VkSampler sampler;
|
||||
auto err = vkCreateSampler(*device_, &sampler_create_info, nullptr, &sampler);
|
||||
CheckResult(err, "vkCreateSampler");
|
||||
|
||||
auto& sampler_write =
|
||||
update_set_info->sampler_infos[update_set_info->sampler_write_count++];
|
||||
sampler_write.sampler = sampler;
|
||||
sampler_write.sampler = sampler->sampler;
|
||||
|
||||
auto& image_write =
|
||||
update_set_info->image_2d_infos[update_set_info->image_2d_write_count++];
|
||||
image_write.imageView = grid_image_2d_view_;
|
||||
image_write.imageLayout = VK_IMAGE_LAYOUT_GENERAL;
|
||||
image_write.imageView = texture->views[0]->view;
|
||||
image_write.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
|
||||
|
||||
return true;
|
||||
}
|
||||
|
|
|
@ -10,8 +10,12 @@
|
|||
#ifndef XENIA_GPU_VULKAN_TEXTURE_CACHE_H_
|
||||
#define XENIA_GPU_VULKAN_TEXTURE_CACHE_H_
|
||||
|
||||
#include <unordered_map>
|
||||
|
||||
#include "xenia/gpu/register_file.h"
|
||||
#include "xenia/gpu/sampler_info.h"
|
||||
#include "xenia/gpu/shader.h"
|
||||
#include "xenia/gpu/texture_info.h"
|
||||
#include "xenia/gpu/trace_writer.h"
|
||||
#include "xenia/gpu/xenos.h"
|
||||
#include "xenia/ui/vulkan/vulkan.h"
|
||||
|
@ -50,14 +54,51 @@ class TextureCache {
|
|||
|
||||
private:
|
||||
struct UpdateSetInfo;
|
||||
struct TextureView;
|
||||
|
||||
void SetupGridImages();
|
||||
// This represents an uploaded Vulkan texture.
|
||||
struct Texture {
|
||||
TextureInfo texture_info;
|
||||
VkDeviceMemory texture_memory;
|
||||
VkDeviceSize memory_offset;
|
||||
VkDeviceSize memory_size;
|
||||
VkImage image;
|
||||
VkFormat format;
|
||||
std::vector<std::unique_ptr<TextureView>> views;
|
||||
};
|
||||
|
||||
bool SetupTextureBindings(
|
||||
UpdateSetInfo* update_set_info,
|
||||
const std::vector<Shader::TextureBinding>& bindings);
|
||||
struct TextureView {
|
||||
Texture* texture;
|
||||
VkImageView view;
|
||||
};
|
||||
|
||||
// Cached Vulkan sampler.
|
||||
struct Sampler {
|
||||
SamplerInfo sampler_info;
|
||||
VkSampler sampler;
|
||||
};
|
||||
|
||||
// Demands a texture. If command_buffer is null and the texture hasn't been
|
||||
// uploaded to graphics memory already, we will return null and bail.
|
||||
Texture* Demand(const TextureInfo& texture_info,
|
||||
VkCommandBuffer command_buffer = nullptr);
|
||||
Sampler* Demand(const SamplerInfo& sampler_info);
|
||||
|
||||
// Allocates a new texture and memory to back it on the GPU.
|
||||
Texture* AllocateTexture(TextureInfo texture_info);
|
||||
bool FreeTexture(Texture* texture);
|
||||
|
||||
// Queues commands to upload a texture from system memory, applying any
|
||||
// conversions necessary.
|
||||
bool UploadTexture2D(VkCommandBuffer command_buffer, Texture* dest,
|
||||
TextureInfo src);
|
||||
|
||||
bool SetupTextureBindings(UpdateSetInfo* update_set_info,
|
||||
const std::vector<Shader::TextureBinding>& bindings,
|
||||
VkCommandBuffer command_buffer = nullptr);
|
||||
bool SetupTextureBinding(UpdateSetInfo* update_set_info,
|
||||
const Shader::TextureBinding& binding);
|
||||
const Shader::TextureBinding& binding,
|
||||
VkCommandBuffer command_buffer = nullptr);
|
||||
|
||||
RegisterFile* register_file_ = nullptr;
|
||||
TraceWriter* trace_writer_ = nullptr;
|
||||
|
@ -66,9 +107,11 @@ class TextureCache {
|
|||
VkDescriptorPool descriptor_pool_ = nullptr;
|
||||
VkDescriptorSetLayout texture_descriptor_set_layout_ = nullptr;
|
||||
|
||||
VkDeviceMemory grid_image_2d_memory_ = nullptr;
|
||||
VkImage grid_image_2d_ = nullptr;
|
||||
VkImageView grid_image_2d_view_ = nullptr;
|
||||
// Temporary until we have circular buffers.
|
||||
VkBuffer staging_buffer_ = nullptr;
|
||||
VkDeviceMemory staging_buffer_mem_ = nullptr;
|
||||
std::unordered_map<uint64_t, std::unique_ptr<Texture>> textures_;
|
||||
std::unordered_map<uint64_t, std::unique_ptr<Sampler>> samplers_;
|
||||
|
||||
struct UpdateSetInfo {
|
||||
// Bitmap of all 32 fetch constants and whether they have been setup yet.
|
||||
|
|
|
@ -217,6 +217,14 @@ bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
|
|||
auto err = vkBeginCommandBuffer(command_buffer, &command_buffer_begin_info);
|
||||
CheckResult(err, "vkBeginCommandBuffer");
|
||||
|
||||
// Upload and set descriptors for all textures.
|
||||
// We do this outside of the render pass so the texture cache can upload and
|
||||
// convert textures.
|
||||
auto samplers = PopulateSamplers(command_buffer, vertex_shader, pixel_shader);
|
||||
if (!samplers) {
|
||||
return false;
|
||||
}
|
||||
|
||||
// Begin the render pass.
|
||||
// This will setup our framebuffer and begin the pass in the command buffer.
|
||||
auto render_state = render_cache_->BeginRenderPass(
|
||||
|
@ -253,11 +261,10 @@ bool VulkanCommandProcessor::IssueDraw(PrimitiveType primitive_type,
|
|||
return false;
|
||||
}
|
||||
|
||||
// Upload and set descriptors for all textures.
|
||||
if (!PopulateSamplers(command_buffer, vertex_shader, pixel_shader)) {
|
||||
render_cache_->EndRenderPass();
|
||||
return false;
|
||||
}
|
||||
// Bind samplers/textures.
|
||||
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
pipeline_cache_->pipeline_layout(), 1, 1, &samplers,
|
||||
0, nullptr);
|
||||
|
||||
// Actually issue the draw.
|
||||
if (!index_buffer_info) {
|
||||
|
@ -471,9 +478,9 @@ bool VulkanCommandProcessor::PopulateVertexBuffers(
|
|||
return true;
|
||||
}
|
||||
|
||||
bool VulkanCommandProcessor::PopulateSamplers(VkCommandBuffer command_buffer,
|
||||
VulkanShader* vertex_shader,
|
||||
VulkanShader* pixel_shader) {
|
||||
VkDescriptorSet VulkanCommandProcessor::PopulateSamplers(
|
||||
VkCommandBuffer command_buffer, VulkanShader* vertex_shader,
|
||||
VulkanShader* pixel_shader) {
|
||||
#if FINE_GRAINED_DRAW_SCOPES
|
||||
SCOPE_profile_cpu_f("gpu");
|
||||
#endif // FINE_GRAINED_DRAW_SCOPES
|
||||
|
@ -483,20 +490,63 @@ bool VulkanCommandProcessor::PopulateSamplers(VkCommandBuffer command_buffer,
|
|||
pixel_shader->texture_bindings());
|
||||
if (!descriptor_set) {
|
||||
// Unable to bind set.
|
||||
return false;
|
||||
return nullptr;
|
||||
}
|
||||
|
||||
// Bind samplers/textures.
|
||||
vkCmdBindDescriptorSets(command_buffer, VK_PIPELINE_BIND_POINT_GRAPHICS,
|
||||
pipeline_cache_->pipeline_layout(), 1, 1,
|
||||
&descriptor_set, 0, nullptr);
|
||||
|
||||
return true;
|
||||
return descriptor_set;
|
||||
}
|
||||
|
||||
bool VulkanCommandProcessor::IssueCopy() {
|
||||
SCOPE_profile_cpu_f("gpu");
|
||||
// TODO(benvanik): resolve.
|
||||
auto& regs = *register_file_;
|
||||
|
||||
// This is used to resolve surfaces, taking them from EDRAM render targets
|
||||
// to system memory. It can optionally clear color/depth surfaces, too.
|
||||
// The command buffer has stuff for actually doing this by drawing, however
|
||||
// we should be able to do it without that much easier.
|
||||
|
||||
uint32_t copy_control = regs[XE_GPU_REG_RB_COPY_CONTROL].u32;
|
||||
// Render targets 0-3, 4 = depth
|
||||
uint32_t copy_src_select = copy_control & 0x7;
|
||||
bool color_clear_enabled = (copy_control >> 8) & 0x1;
|
||||
bool depth_clear_enabled = (copy_control >> 9) & 0x1;
|
||||
auto copy_command = static_cast<CopyCommand>((copy_control >> 20) & 0x3);
|
||||
|
||||
uint32_t copy_dest_info = regs[XE_GPU_REG_RB_COPY_DEST_INFO].u32;
|
||||
auto copy_dest_endian = static_cast<Endian128>(copy_dest_info & 0x7);
|
||||
uint32_t copy_dest_array = (copy_dest_info >> 3) & 0x1;
|
||||
assert_true(copy_dest_array == 0);
|
||||
uint32_t copy_dest_slice = (copy_dest_info >> 4) & 0x7;
|
||||
assert_true(copy_dest_slice == 0);
|
||||
auto copy_dest_format =
|
||||
static_cast<ColorFormat>((copy_dest_info >> 7) & 0x3F);
|
||||
uint32_t copy_dest_number = (copy_dest_info >> 13) & 0x7;
|
||||
// assert_true(copy_dest_number == 0); // ?
|
||||
uint32_t copy_dest_bias = (copy_dest_info >> 16) & 0x3F;
|
||||
// assert_true(copy_dest_bias == 0);
|
||||
uint32_t copy_dest_swap = (copy_dest_info >> 25) & 0x1;
|
||||
|
||||
uint32_t copy_dest_base = regs[XE_GPU_REG_RB_COPY_DEST_BASE].u32;
|
||||
uint32_t copy_dest_pitch = regs[XE_GPU_REG_RB_COPY_DEST_PITCH].u32;
|
||||
uint32_t copy_dest_height = (copy_dest_pitch >> 16) & 0x3FFF;
|
||||
copy_dest_pitch &= 0x3FFF;
|
||||
|
||||
// None of this is supported yet:
|
||||
uint32_t copy_surface_slice = regs[XE_GPU_REG_RB_COPY_SURFACE_SLICE].u32;
|
||||
assert_true(copy_surface_slice == 0);
|
||||
uint32_t copy_func = regs[XE_GPU_REG_RB_COPY_FUNC].u32;
|
||||
assert_true(copy_func == 0);
|
||||
uint32_t copy_ref = regs[XE_GPU_REG_RB_COPY_REF].u32;
|
||||
assert_true(copy_ref == 0);
|
||||
uint32_t copy_mask = regs[XE_GPU_REG_RB_COPY_MASK].u32;
|
||||
assert_true(copy_mask == 0);
|
||||
|
||||
// RB_SURFACE_INFO
|
||||
// http://fossies.org/dox/MesaLib-10.3.5/fd2__gmem_8c_source.html
|
||||
uint32_t surface_info = regs[XE_GPU_REG_RB_SURFACE_INFO].u32;
|
||||
uint32_t surface_pitch = surface_info & 0x3FFF;
|
||||
auto surface_msaa = static_cast<MsaaSamples>((surface_info >> 16) & 0x3);
|
||||
|
||||
return true;
|
||||
}
|
||||
|
||||
|
|
|
@ -49,6 +49,8 @@ class VulkanCommandProcessor : public CommandProcessor {
|
|||
|
||||
void ClearCaches() override;
|
||||
|
||||
RenderCache* render_cache() { return render_cache_.get(); }
|
||||
|
||||
private:
|
||||
bool SetupContext() override;
|
||||
void ShutdownContext() override;
|
||||
|
@ -73,9 +75,9 @@ class VulkanCommandProcessor : public CommandProcessor {
|
|||
IndexBufferInfo* index_buffer_info);
|
||||
bool PopulateVertexBuffers(VkCommandBuffer command_buffer,
|
||||
VulkanShader* vertex_shader);
|
||||
bool PopulateSamplers(VkCommandBuffer command_buffer,
|
||||
VulkanShader* vertex_shader,
|
||||
VulkanShader* pixel_shader);
|
||||
VkDescriptorSet PopulateSamplers(VkCommandBuffer command_buffer,
|
||||
VulkanShader* vertex_shader,
|
||||
VulkanShader* pixel_shader);
|
||||
bool IssueCopy() override;
|
||||
|
||||
xe::ui::vulkan::VulkanDevice* device_ = nullptr;
|
||||
|
|
Loading…
Reference in New Issue