mirror of
https://github.com/DrBeef/Raze.git
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254 lines
7.1 KiB
C++
254 lines
7.1 KiB
C++
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/*
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** Vulkan backend
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** Copyright (c) 2016-2020 Magnus Norddahl
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**
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** This software is provided 'as-is', without any express or implied
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** warranty. In no event will the authors be held liable for any damages
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** arising from the use of this software.
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**
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** Permission is granted to anyone to use this software for any purpose,
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** including commercial applications, and to alter it and redistribute it
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** freely, subject to the following restrictions:
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**
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** 1. The origin of this software must not be misrepresented; you must not
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** claim that you wrote the original software. If you use this software
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** in a product, an acknowledgment in the product documentation would be
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** appreciated but is not required.
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** 2. Altered source versions must be plainly marked as such, and must not be
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** misrepresented as being the original software.
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** 3. This notice may not be removed or altered from any source distribution.
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**
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*/
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#include "vk_texture.h"
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#include "vk_hwtexture.h"
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#include "vk_pptexture.h"
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#include "vk_renderbuffers.h"
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#include "vulkan/renderer/vk_postprocess.h"
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#include "hw_cvars.h"
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VkTextureManager::VkTextureManager(VulkanFrameBuffer* fb) : fb(fb)
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{
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CreateNullTexture();
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CreateShadowmap();
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CreateLightmap();
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}
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VkTextureManager::~VkTextureManager()
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{
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while (!Textures.empty())
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RemoveTexture(Textures.back());
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while (!PPTextures.empty())
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RemovePPTexture(PPTextures.back());
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}
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void VkTextureManager::Deinit()
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{
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while (!Textures.empty())
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RemoveTexture(Textures.back());
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while (!PPTextures.empty())
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RemovePPTexture(PPTextures.back());
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}
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void VkTextureManager::BeginFrame()
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{
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if (!Shadowmap.Image || Shadowmap.Image->width != gl_shadowmap_quality)
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{
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Shadowmap.Reset(fb);
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CreateShadowmap();
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}
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}
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void VkTextureManager::AddTexture(VkHardwareTexture* texture)
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{
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texture->it = Textures.insert(Textures.end(), texture);
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}
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void VkTextureManager::RemoveTexture(VkHardwareTexture* texture)
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{
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texture->Reset();
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texture->fb = nullptr;
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Textures.erase(texture->it);
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}
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void VkTextureManager::AddPPTexture(VkPPTexture* texture)
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{
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texture->it = PPTextures.insert(PPTextures.end(), texture);
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}
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void VkTextureManager::RemovePPTexture(VkPPTexture* texture)
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{
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texture->Reset();
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texture->fb = nullptr;
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PPTextures.erase(texture->it);
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}
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VkTextureImage* VkTextureManager::GetTexture(const PPTextureType& type, PPTexture* pptexture)
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{
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if (type == PPTextureType::CurrentPipelineTexture || type == PPTextureType::NextPipelineTexture)
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{
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int idx = fb->GetPostprocess()->GetCurrentPipelineImage();
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if (type == PPTextureType::NextPipelineTexture)
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idx = (idx + 1) % VkRenderBuffers::NumPipelineImages;
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return &fb->GetBuffers()->PipelineImage[idx];
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}
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else if (type == PPTextureType::PPTexture)
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{
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auto vktex = GetVkTexture(pptexture);
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return &vktex->TexImage;
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}
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else if (type == PPTextureType::SceneColor)
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{
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return &fb->GetBuffers()->SceneColor;
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}
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else if (type == PPTextureType::SceneNormal)
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{
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return &fb->GetBuffers()->SceneNormal;
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}
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else if (type == PPTextureType::SceneFog)
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{
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return &fb->GetBuffers()->SceneFog;
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}
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else if (type == PPTextureType::SceneDepth)
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{
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return &fb->GetBuffers()->SceneDepthStencil;
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}
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else if (type == PPTextureType::ShadowMap)
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{
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return &Shadowmap;
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}
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else if (type == PPTextureType::SwapChain)
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{
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return nullptr;
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}
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else
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{
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I_FatalError("VkPPRenderState::GetTexture not implemented yet for this texture type");
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return nullptr;
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}
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}
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VkFormat VkTextureManager::GetTextureFormat(PPTexture* texture)
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{
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return GetVkTexture(texture)->Format;
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}
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VkPPTexture* VkTextureManager::GetVkTexture(PPTexture* texture)
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{
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if (!texture->Backend)
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texture->Backend = std::make_unique<VkPPTexture>(fb, texture);
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return static_cast<VkPPTexture*>(texture->Backend.get());
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}
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void VkTextureManager::CreateNullTexture()
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{
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NullTexture = ImageBuilder()
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.Format(VK_FORMAT_R8G8B8A8_UNORM)
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.Size(1, 1)
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.Usage(VK_IMAGE_USAGE_SAMPLED_BIT)
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.DebugName("VkDescriptorSetManager.NullTexture")
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.Create(fb->device);
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NullTextureView = ImageViewBuilder()
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.Image(NullTexture.get(), VK_FORMAT_R8G8B8A8_UNORM)
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.DebugName("VkDescriptorSetManager.NullTextureView")
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.Create(fb->device);
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PipelineBarrier()
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.AddImage(NullTexture.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, 0, VK_ACCESS_SHADER_READ_BIT, VK_IMAGE_ASPECT_COLOR_BIT)
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.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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}
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void VkTextureManager::CreateShadowmap()
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{
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Shadowmap.Image = ImageBuilder()
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.Size(gl_shadowmap_quality, 1024)
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.Format(VK_FORMAT_R32_SFLOAT)
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.Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT)
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.DebugName("VkRenderBuffers.Shadowmap")
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.Create(fb->device);
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Shadowmap.View = ImageViewBuilder()
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.Image(Shadowmap.Image.get(), VK_FORMAT_R32_SFLOAT)
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.DebugName("VkRenderBuffers.ShadowmapView")
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.Create(fb->device);
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VkImageTransition()
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.AddImage(&Shadowmap, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, true)
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.Execute(fb->GetCommands()->GetDrawCommands());
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}
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void VkTextureManager::CreateLightmap()
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{
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TArray<uint16_t> data;
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data.Push(0);
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data.Push(0);
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data.Push(0);
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data.Push(0x3c00); // half-float 1.0
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SetLightmap(1, 1, data);
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}
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void VkTextureManager::SetLightmap(int LMTextureSize, int LMTextureCount, const TArray<uint16_t>& LMTextureData)
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{
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int w = LMTextureSize;
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int h = LMTextureSize;
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int count = LMTextureCount;
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int pixelsize = 8;
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Lightmap.Reset(fb);
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Lightmap.Image = ImageBuilder()
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.Size(w, h, 1, count)
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.Format(VK_FORMAT_R16G16B16A16_SFLOAT)
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.Usage(VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT)
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.DebugName("VkRenderBuffers.Lightmap")
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.Create(fb->device);
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Lightmap.View = ImageViewBuilder()
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.Type(VK_IMAGE_VIEW_TYPE_2D_ARRAY)
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.Image(Lightmap.Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT)
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.DebugName("VkRenderBuffers.LightmapView")
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.Create(fb->device);
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auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
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int totalSize = w * h * count * pixelsize;
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auto stagingBuffer = BufferBuilder()
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.Size(totalSize)
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.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
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.DebugName("VkHardwareTexture.mStagingBuffer")
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.Create(fb->device);
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uint16_t one = 0x3c00; // half-float 1.0
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const uint16_t* src = LMTextureData.Data();
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uint16_t* data = (uint16_t*)stagingBuffer->Map(0, totalSize);
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for (int i = w * h * count; i > 0; i--)
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{
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*(data++) = *(src++);
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*(data++) = *(src++);
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*(data++) = *(src++);
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*(data++) = one;
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}
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stagingBuffer->Unmap();
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VkImageTransition()
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.AddImage(&Lightmap, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true, 0, count)
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.Execute(cmdbuffer);
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VkBufferImageCopy region = {};
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region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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region.imageSubresource.layerCount = count;
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region.imageExtent.depth = 1;
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region.imageExtent.width = w;
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region.imageExtent.height = h;
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cmdbuffer->copyBufferToImage(stagingBuffer->buffer, Lightmap.Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, ®ion);
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VkImageTransition()
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.AddImage(&Lightmap, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false, 0, count)
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.Execute(cmdbuffer);
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fb->GetCommands()->TransferDeleteList->Add(std::move(stagingBuffer));
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}
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