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c028e15943
I got tired of writing the same 13 or so lines of code over and over (it actually put me off experimenting with Vulkan). Thus... QFV_PacketCopyBuffer does the work of handling barriers and a (full packet) copy from the staging buffer to a GPU buffer. QFV_PacketCopyImage does a similar job, but for images. However, it still needs a lot of work, but it does make getting a basic texture onto the GPU much less of a hassle. Both functions should make staging data much less error-prone.
49 lines
1.2 KiB
C
49 lines
1.2 KiB
C
#ifndef __QF_Vulkan_barrier_h
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#define __QF_Vulkan_barrier_h
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#ifndef VK_NO_PROTOTYPES
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#define VK_NO_PROTOTYPES
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#endif
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#include <vulkan/vulkan.h>
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typedef struct qfv_imagebarrier_s {
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VkPipelineStageFlags srcStages;
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VkPipelineStageFlags dstStages;
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VkImageMemoryBarrier barrier;
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} qfv_imagebarrier_t;
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typedef struct qfv_bufferbarrier_s {
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VkPipelineStageFlags srcStages;
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VkPipelineStageFlags dstStages;
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VkBufferMemoryBarrier barrier;
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} qfv_bufferbarrier_t;
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// image layout transitions
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enum {
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qfv_LT_Undefined_to_TransferDst,
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qfv_LT_TransferDst_to_TransferSrc,
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qfv_LT_TransferDst_to_ShaderReadOnly,
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qfv_LT_TransferSrc_to_ShaderReadOnly,
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qfv_LT_ShaderReadOnly_to_TransferDst,
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qfv_LT_Undefined_to_DepthStencil,
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qfv_LT_Undefined_to_Color,
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};
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// buffer barriers
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enum {
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qfv_BB_Unknown_to_TransferWrite,
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qfv_BB_TransferWrite_to_VertexAttrRead,
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qfv_BB_TransferWrite_to_IndexRead,
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qfv_BB_TransferWrite_to_UniformRead,
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qfv_BB_ShaderRW_to_ShaderRO,
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qfv_BB_ShaderRW_to_ShaderRO_VA,
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qfv_BB_ShaderRO_to_ShaderWrite,
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qfv_BB_ShaderRO_VA_to_ShaderWrite,
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qfv_BB_ShaderWrite_to_ShaderRO,
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qfv_BB_ShaderWrite_to_ShaderRW,
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};
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extern const qfv_imagebarrier_t imageBarriers[];
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extern const qfv_bufferbarrier_t bufferBarriers[];
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#endif//__QF_Vulkan_barrier_h
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