mirror of
https://github.com/DrBeef/Raze.git
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861423248f
Mainly fixing CVar setup.
152 lines
6.2 KiB
C++
152 lines
6.2 KiB
C++
/*
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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_imagetransition.h"
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VkImageTransition& VkImageTransition::AddImage(VkTextureImage *image, VkImageLayout targetLayout, bool undefinedSrcLayout, int baseMipLevel, int levelCount)
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{
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if (image->Layout == targetLayout)
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return *this;
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VkAccessFlags srcAccess = 0;
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VkAccessFlags dstAccess = 0;
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VkImageAspectFlags aspectMask = image->AspectMask;
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switch (image->Layout)
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{
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case VK_IMAGE_LAYOUT_UNDEFINED:
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srcAccess = 0;
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srcStageMask |= VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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break;
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case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
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srcAccess = VK_ACCESS_TRANSFER_READ_BIT;
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srcStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT;
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break;
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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srcAccess = VK_ACCESS_SHADER_READ_BIT;
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srcStageMask |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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break;
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case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
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srcAccess = VK_ACCESS_TRANSFER_WRITE_BIT;
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srcStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT;
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break;
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case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
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srcAccess = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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srcStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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break;
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case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
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srcAccess = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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srcStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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break;
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default:
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I_FatalError("Unimplemented src image layout transition\n");
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}
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switch (targetLayout)
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{
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case VK_IMAGE_LAYOUT_GENERAL:
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dstAccess = 0;
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dstStageMask |= VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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break;
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case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
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dstAccess = VK_ACCESS_TRANSFER_READ_BIT;
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dstStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT;
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break;
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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dstAccess = VK_ACCESS_SHADER_READ_BIT;
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dstStageMask |= VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT;
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break;
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case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
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dstAccess = VK_ACCESS_TRANSFER_WRITE_BIT;
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dstStageMask |= VK_PIPELINE_STAGE_TRANSFER_BIT;
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break;
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case VK_IMAGE_LAYOUT_COLOR_ATTACHMENT_OPTIMAL:
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dstAccess = VK_ACCESS_COLOR_ATTACHMENT_READ_BIT | VK_ACCESS_COLOR_ATTACHMENT_WRITE_BIT;
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dstStageMask |= VK_PIPELINE_STAGE_COLOR_ATTACHMENT_OUTPUT_BIT;
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break;
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case VK_IMAGE_LAYOUT_DEPTH_STENCIL_ATTACHMENT_OPTIMAL:
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dstAccess = VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_READ_BIT | VK_ACCESS_DEPTH_STENCIL_ATTACHMENT_WRITE_BIT;
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dstStageMask |= VK_PIPELINE_STAGE_EARLY_FRAGMENT_TESTS_BIT | VK_PIPELINE_STAGE_LATE_FRAGMENT_TESTS_BIT;
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break;
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default:
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I_FatalError("Unimplemented dst image layout transition\n");
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}
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barrier.AddImage(image->Image.get(), undefinedSrcLayout ? VK_IMAGE_LAYOUT_UNDEFINED : image->Layout, targetLayout, srcAccess, dstAccess, aspectMask, baseMipLevel, levelCount);
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needbarrier = true;
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image->Layout = targetLayout;
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return *this;
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}
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void VkImageTransition::Execute(VulkanCommandBuffer *cmdbuffer)
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{
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if (needbarrier)
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barrier.Execute(cmdbuffer, srcStageMask, dstStageMask);
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}
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/////////////////////////////////////////////////////////////////////////////
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void VkTextureImage::GenerateMipmaps(VulkanCommandBuffer *cmdbuffer)
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{
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int mipWidth = Image->width;
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int mipHeight = Image->height;
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int i;
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for (i = 1; mipWidth > 1 || mipHeight > 1; i++)
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{
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PipelineBarrier()
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.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)
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.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)
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.Execute(cmdbuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_TRANSFER_BIT);
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Layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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int nextWidth = max(mipWidth >> 1, 1);
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int nextHeight = max(mipHeight >> 1, 1);
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VkImageBlit blit = {};
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blit.srcOffsets[0] = { 0, 0, 0 };
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blit.srcOffsets[1] = { mipWidth, mipHeight, 1 };
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blit.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.srcSubresource.mipLevel = i - 1;
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blit.srcSubresource.baseArrayLayer = 0;
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blit.srcSubresource.layerCount = 1;
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blit.dstOffsets[0] = { 0, 0, 0 };
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blit.dstOffsets[1] = { nextWidth, nextHeight, 1 };
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blit.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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blit.dstSubresource.mipLevel = i;
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blit.dstSubresource.baseArrayLayer = 0;
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blit.dstSubresource.layerCount = 1;
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cmdbuffer->blitImage(Image->image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL, Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &blit, VK_FILTER_LINEAR);
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PipelineBarrier()
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.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)
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.Execute(cmdbuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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mipWidth = nextWidth;
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mipHeight = nextHeight;
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}
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PipelineBarrier()
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.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)
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.Execute(cmdbuffer, VK_PIPELINE_STAGE_TRANSFER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
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Layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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}
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