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https://git.code.sf.net/p/quake/quakeforge
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dc79a8a935
And fix the transitions in ScrapFlush.
101 lines
3.4 KiB
C
101 lines
3.4 KiB
C
/*
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barrier.c
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Memory barrier helpers
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Copyright (C) 2021 Bill Currie <bill@taniwha.org>
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include "QF/Vulkan/qf_vid.h"
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#include "QF/Vulkan/barrier.h"
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const VkImageMemoryBarrier imageLayoutTransitionBarriers[] = {
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// undefined -> transfer dst optimal
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{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, 0,
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0,
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VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, 0,
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{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }
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},
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// transfer dst optimal -> shader read only optimal
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{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, 0,
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VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_ACCESS_SHADER_READ_BIT,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, 0,
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{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }
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},
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// shader read only optimal -> transfer dst optimal
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{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, 0,
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VK_ACCESS_SHADER_READ_BIT,
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VK_ACCESS_TRANSFER_WRITE_BIT,
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VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, 0,
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{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }
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},
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// undefined -> depth stencil attachment optimal
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{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, 0,
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0,
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VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT
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| VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL,
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VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, 0,
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{ VK_IMAGE_ASPECT_DEPTH_BIT, 0, 1, 0, 1 }
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},
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// undefined -> color attachment optimal
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{ VK_STRUCTURE_TYPE_IMAGE_MEMORY_BARRIER, 0,
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0,
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VK_ACCESS_COLOR_ATTACHMENT_READ_BIT
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| VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL,
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VK_QUEUE_FAMILY_IGNORED, VK_QUEUE_FAMILY_IGNORED, 0,
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{ VK_IMAGE_ASPECT_COLOR_BIT, 0, 1, 0, 1 }
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},
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{ /* end of transition barriers */ }
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};
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const qfv_pipelinestagepair_t imageLayoutTransitionStages[] = {
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// undefined -> transfer dst optimal
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{ VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_TRANSFER_BIT },
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// transfer dst optimal -> shader read only optimal
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{ VK_PIPELINE_STAGE_TRANSFER_BIT,
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT },
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// shader read only optimal -> transfer dst optimal
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{ VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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VK_PIPELINE_STAGE_TRANSFER_BIT },
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// undefined -> depth stencil attachment optimal
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{ VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT },
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// undefined -> color attachment optimal
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{ VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT,
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VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT },
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};
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