raze/source/common/rendering/vulkan/textures/vk_imagetransition.cpp
Christoph Oelckers 861423248f - Backend update from GZDoom.
Mainly fixing CVar setup.
2022-10-25 07:03:25 +02:00

152 lines
6.2 KiB
C++

/*
** Vulkan backend
** Copyright (c) 2016-2020 Magnus Norddahl
**
** This software is provided 'as-is', without any express or implied
** warranty. In no event will the authors be held liable for any damages
** arising from the use of this software.
**
** Permission is granted to anyone to use this software for any purpose,
** including commercial applications, and to alter it and redistribute it
** freely, subject to the following restrictions:
**
** 1. The origin of this software must not be misrepresented; you must not
** claim that you wrote the original software. If you use this software
** in a product, an acknowledgment in the product documentation would be
** appreciated but is not required.
** 2. Altered source versions must be plainly marked as such, and must not be
** misrepresented as being the original software.
** 3. This notice may not be removed or altered from any source distribution.
**
*/
#include "vk_imagetransition.h"
VkImageTransition& VkImageTransition::AddImage(VkTextureImage *image, VkImageLayout targetLayout, bool undefinedSrcLayout, int baseMipLevel, int levelCount)
{
if (image->Layout == targetLayout)
return *this;
VkAccessFlags srcAccess = 0;
VkAccessFlags dstAccess = 0;
VkImageAspectFlags aspectMask = image->AspectMask;
switch (image->Layout)
{
case VK_IMAGE_LAYOUT_UNDEFINED:
srcAccess = 0;
srcStageMask |= VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
srcAccess = VK_ACCESS_TRANSFER_READ_BIT;
srcStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
srcAccess = VK_ACCESS_SHADER_READ_BIT;
srcStageMask |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
srcAccess = VK_ACCESS_TRANSFER_WRITE_BIT;
srcStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
srcAccess = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
srcStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
srcAccess = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
srcStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
break;
default:
I_FatalError("Unimplemented src image layout transition\n");
}
switch (targetLayout)
{
case VK_IMAGE_LAYOUT_GENERAL:
dstAccess = 0;
dstStageMask |= VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
dstAccess = VK_ACCESS_TRANSFER_READ_BIT;
dstStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
dstAccess = VK_ACCESS_SHADER_READ_BIT;
dstStageMask |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
break;
case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
dstAccess = VK_ACCESS_TRANSFER_WRITE_BIT;
dstStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT;
break;
case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
dstAccess = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
dstStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
break;
case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
dstAccess = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
dstStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
break;
default:
I_FatalError("Unimplemented dst image layout transition\n");
}
barrier.AddImage(image->Image.get(), undefinedSrcLayout ? VK_IMAGE_LAYOUT_UNDEFINED : image->Layout, targetLayout, srcAccess, dstAccess, aspectMask, baseMipLevel, levelCount);
needbarrier = true;
image->Layout = targetLayout;
return *this;
}
void VkImageTransition::Execute(VulkanCommandBuffer *cmdbuffer)
{
if (needbarrier)
barrier.Execute(cmdbuffer, srcStageMask, dstStageMask);
}
/////////////////////////////////////////////////////////////////////////////
void VkTextureImage::GenerateMipmaps(VulkanCommandBuffer *cmdbuffer)
{
int mipWidth = Image->width;
int mipHeight = Image->height;
int i;
for (i = 1; mipWidth > 1 || mipHeight > 1; i++)
{
PipelineBarrier()
.AddImage(Image.get(), Layout, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT, VK_IMAGE_ASPECT_COLOR_BIT, i - 1)
.AddImage(Image.get(), VK_IMAGE_LAYOUT_UNDEFINED, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_ACCESS_TRANSFER_WRITE_BIT, VK_ACCESS_TRANSFER_READ_BIT, VK_IMAGE_ASPECT_COLOR_BIT, i)
.Execute(cmdbuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
Layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
int nextWidth = max(mipWidth >> 1, 1);
int nextHeight = max(mipHeight >> 1, 1);
VkImageBlit blit = {};
blit.srcOffsets[0] = { 0, 0, 0 };
blit.srcOffsets[1] = { mipWidth, mipHeight, 1 };
blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.srcSubresource.mipLevel = i - 1;
blit.srcSubresource.baseArrayLayer = 0;
blit.srcSubresource.layerCount = 1;
blit.dstOffsets[0] = { 0, 0, 0 };
blit.dstOffsets[1] = { nextWidth, nextHeight, 1 };
blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
blit.dstSubresource.mipLevel = i;
blit.dstSubresource.baseArrayLayer = 0;
blit.dstSubresource.layerCount = 1;
cmdbuffer->blitImage(Image->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &blit, VK_FILTER_LINEAR);
PipelineBarrier()
.AddImage(Image.get(), VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_TRANSFER_READ_BIT, VK_ACCESS_SHADER_READ_BIT, VK_IMAGE_ASPECT_COLOR_BIT, i - 1)
.Execute(cmdbuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
mipWidth = nextWidth;
mipHeight = nextHeight;
}
PipelineBarrier()
.AddImage(Image.get(), VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, VK_ACCESS_TRANSFER_READ_BIT, VK_ACCESS_SHADER_READ_BIT, VK_IMAGE_ASPECT_COLOR_BIT, i - 1)
.Execute(cmdbuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
Layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}