quakeforge/libs/video/renderer/vulkan/barrier.c
Bill Currie e0af6541e6 [vulkan] And a bunch of buffer barrier transitions
These seem to be the most likely ones for compute shaders (some based on
my ideas for particles).
2021-12-24 06:45:13 +09:00

230 lines
7.6 KiB
C

/*
barrier.c
Memory barrier helpers
Copyright (C) 2021 Bill Currie <bill@taniwha.org>
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include "QF/Vulkan/qf_vid.h"
#include "QF/Vulkan/barrier.h"
const qfv_imagebarrier_t imageBarriers[] = {
[qfv_LT_Undefined_to_TransferDst] = {
.srcStages = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
.dstStages = VK_PIPELINE_STAGE_TRANSFER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, 0,
0,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, 0,
{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }
},
},
[qfv_LT_TransferDst_to_TransferSrc] = {
.srcStages = VK_PIPELINE_STAGE_TRANSFER_BIT,
.dstStages = VK_PIPELINE_STAGE_TRANSFER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, 0,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_TRANSFER_READ_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, 0,
{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }
},
},
[qfv_LT_TransferDst_to_ShaderReadOnly] = {
.srcStages = VK_PIPELINE_STAGE_TRANSFER_BIT,
.dstStages = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, 0,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, 0,
{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }
},
},
[qfv_LT_TransferSrc_to_ShaderReadOnly] = {
.srcStages = VK_PIPELINE_STAGE_TRANSFER_BIT,
.dstStages = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, 0,
VK_ACCESS_TRANSFER_READ_BIT,
VK_ACCESS_SHADER_READ_BIT,
VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, 0,
{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }
},
},
[qfv_LT_ShaderReadOnly_to_TransferDst] = {
.srcStages = VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
.dstStages = VK_PIPELINE_STAGE_TRANSFER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, 0,
VK_ACCESS_SHADER_READ_BIT,
VK_ACCESS_TRANSFER_WRITE_BIT,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, 0,
{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }
},
},
[qfv_LT_Undefined_to_DepthStencil] = {
.srcStages = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
.dstStages = VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT,
.barrier = {
VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, 0,
0,
VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT
| VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, 0,
{ VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1 }
},
},
[qfv_LT_Undefined_to_Color] = {
.srcStages = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
.dstStages = VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT,
.barrier = {
VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, 0,
0,
VK_ACCESS_COLOR_ATTACHMENT_READ_BIT
| VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, 0,
{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }
},
},
};
const qfv_bufferbarrier_t bufferBarriers[] = {
[qfv_BB_Unknown_to_TransferWrite] = {
.srcStages = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
.dstStages = VK_PIPELINE_STAGE_TRANSFER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, 0,
0, VK_ACCESS_TRANSFER_WRITE_BIT,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED,
},
},
[qfv_BB_TransferWrite_to_VertexAttrRead] = {
.srcStages = VK_PIPELINE_STAGE_TRANSFER_BIT,
.dstStages = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
.barrier = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, 0,
VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED,
},
},
[qfv_BB_TransferWrite_to_IndexRead] = {
.srcStages = VK_PIPELINE_STAGE_TRANSFER_BIT,
.dstStages = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
.barrier = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, 0,
VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_INDEX_READ_BIT,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED,
},
},
[qfv_BB_TransferWrite_to_UniformRead] = {
// note: not necessarily optimal as it uses vertex shader for dst
.srcStages = VK_PIPELINE_STAGE_TRANSFER_BIT,
.dstStages = VK_PIPELINE_STAGE_VERTEX_SHADER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, 0,
VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_UNIFORM_READ_BIT,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED,
},
},
[qfv_BB_ShaderRW_to_ShaderRO] = {
.srcStages = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.dstStages = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, 0,
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED,
},
},
[qfv_BB_ShaderRW_to_ShaderRO_VA] = {
.srcStages = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.dstStages = VK_PIPELINE_STAGE_VERTEX_INPUT_BIT
| VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, 0,
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED,
},
},
[qfv_BB_ShaderRO_to_ShaderWrite] = {
.srcStages = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.dstStages = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, 0,
VK_ACCESS_SHADER_READ_BIT,
VK_ACCESS_SHADER_WRITE_BIT,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED,
},
},
[qfv_BB_ShaderRO_VA_to_ShaderWrite] = {
.srcStages = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT
| VK_PIPELINE_STAGE_VERTEX_INPUT_BIT,
.dstStages = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, 0,
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_VERTEX_ATTRIBUTE_READ_BIT,
VK_ACCESS_SHADER_WRITE_BIT,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED,
},
},
[qfv_BB_ShaderWrite_to_ShaderRO] = {
.srcStages = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.dstStages = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, 0,
VK_ACCESS_SHADER_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED,
},
},
[qfv_BB_ShaderWrite_to_ShaderRW] = {
.srcStages = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.dstStages = VK_PIPELINE_STAGE_COMPUTE_SHADER_BIT,
.barrier = {
VK_STRUCTURE_TYPE_BUFFER_MEMORY_BARRIER, 0,
VK_ACCESS_SHADER_WRITE_BIT,
VK_ACCESS_SHADER_READ_BIT | VK_ACCESS_SHADER_WRITE_BIT,
VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED,
},
},
};