raze/source/common/rendering/vulkan/textures/vk_texture.cpp
2022-07-02 10:20:11 +02:00

253 lines
7.1 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_texture.h"
#include "vk_hwtexture.h"
#include "vk_pptexture.h"
#include "vk_renderbuffers.h"
#include "vulkan/renderer/vk_postprocess.h"
#include "hw_cvars.h"
VkTextureManager::VkTextureManager(VulkanFrameBuffer* fb) : fb(fb)
{
CreateNullTexture();
CreateShadowmap();
CreateLightmap();
}
VkTextureManager::~VkTextureManager()
{
while (!Textures.empty())
RemoveTexture(Textures.back());
while (!PPTextures.empty())
RemovePPTexture(PPTextures.back());
}
void VkTextureManager::Deinit()
{
while (!Textures.empty())
RemoveTexture(Textures.back());
while (!PPTextures.empty())
RemovePPTexture(PPTextures.back());
}
void VkTextureManager::BeginFrame()
{
if (!Shadowmap.Image || Shadowmap.Image->width != gl_shadowmap_quality)
{
Shadowmap.Reset(fb);
CreateShadowmap();
}
}
void VkTextureManager::AddTexture(VkHardwareTexture* texture)
{
texture->it = Textures.insert(Textures.end(), texture);
}
void VkTextureManager::RemoveTexture(VkHardwareTexture* texture)
{
texture->Reset();
texture->fb = nullptr;
Textures.erase(texture->it);
}
void VkTextureManager::AddPPTexture(VkPPTexture* texture)
{
texture->it = PPTextures.insert(PPTextures.end(), texture);
}
void VkTextureManager::RemovePPTexture(VkPPTexture* texture)
{
texture->Reset();
texture->fb = nullptr;
PPTextures.erase(texture->it);
}
VkTextureImage* VkTextureManager::GetTexture(const PPTextureType& type, PPTexture* pptexture)
{
if (type == PPTextureType::CurrentPipelineTexture || type == PPTextureType::NextPipelineTexture)
{
int idx = fb->GetPostprocess()->GetCurrentPipelineImage();
if (type == PPTextureType::NextPipelineTexture)
idx = (idx + 1) % VkRenderBuffers::NumPipelineImages;
return &fb->GetBuffers()->PipelineImage[idx];
}
else if (type == PPTextureType::PPTexture)
{
auto vktex = GetVkTexture(pptexture);
return &vktex->TexImage;
}
else if (type == PPTextureType::SceneColor)
{
return &fb->GetBuffers()->SceneColor;
}
else if (type == PPTextureType::SceneNormal)
{
return &fb->GetBuffers()->SceneNormal;
}
else if (type == PPTextureType::SceneFog)
{
return &fb->GetBuffers()->SceneFog;
}
else if (type == PPTextureType::SceneDepth)
{
return &fb->GetBuffers()->SceneDepthStencil;
}
else if (type == PPTextureType::ShadowMap)
{
return &Shadowmap;
}
else if (type == PPTextureType::SwapChain)
{
return nullptr;
}
else
{
I_FatalError("VkPPRenderState::GetTexture not implemented yet for this texture type");
return nullptr;
}
}
VkFormat VkTextureManager::GetTextureFormat(PPTexture* texture)
{
return GetVkTexture(texture)->Format;
}
VkPPTexture* VkTextureManager::GetVkTexture(PPTexture* texture)
{
if (!texture->Backend)
texture->Backend = std::make_unique<VkPPTexture>(fb, texture);
return static_cast<VkPPTexture*>(texture->Backend.get());
}
void VkTextureManager::CreateNullTexture()
{
NullTexture = ImageBuilder()
.Format(VK_FORMAT_R8G8B8A8_UNORM)
.Size(1, 1)
.Usage(VK_IMAGE_USAGE_SAMPLED_BIT)
.DebugName("VkDescriptorSetManager.NullTexture")
.Create(fb->device);
NullTextureView = ImageViewBuilder()
.Image(NullTexture.get(), VK_FORMAT_R8G8B8A8_UNORM)
.DebugName("VkDescriptorSetManager.NullTextureView")
.Create(fb->device);
PipelineBarrier()
.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)
.Execute(fb->GetCommands()->GetTransferCommands(), VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
}
void VkTextureManager::CreateShadowmap()
{
Shadowmap.Image = ImageBuilder()
.Size(gl_shadowmap_quality, 1024)
.Format(VK_FORMAT_R32_SFLOAT)
.Usage(VK_IMAGE_USAGE_COLOR_ATTACHMENT_BIT | VK_IMAGE_USAGE_SAMPLED_BIT)
.DebugName("VkRenderBuffers.Shadowmap")
.Create(fb->device);
Shadowmap.View = ImageViewBuilder()
.Image(Shadowmap.Image.get(), VK_FORMAT_R32_SFLOAT)
.DebugName("VkRenderBuffers.ShadowmapView")
.Create(fb->device);
VkImageTransition()
.AddImage(&Shadowmap, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, true)
.Execute(fb->GetCommands()->GetDrawCommands());
}
void VkTextureManager::CreateLightmap()
{
TArray<uint16_t> data;
data.Push(0);
data.Push(0);
data.Push(0);
data.Push(0x3c00); // half-float 1.0
SetLightmap(1, 1, data);
}
void VkTextureManager::SetLightmap(int LMTextureSize, int LMTextureCount, const TArray<uint16_t>& LMTextureData)
{
int w = LMTextureSize;
int h = LMTextureSize;
int count = LMTextureCount;
int pixelsize = 8;
Lightmap.Reset(fb);
Lightmap.Image = ImageBuilder()
.Size(w, h, 1, count)
.Format(VK_FORMAT_R16G16B16A16_SFLOAT)
.Usage(VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_TRANSFER_DST_BIT)
.DebugName("VkRenderBuffers.Lightmap")
.Create(fb->device);
Lightmap.View = ImageViewBuilder()
.Type(VK_IMAGE_VIEW_TYPE_2D_ARRAY)
.Image(Lightmap.Image.get(), VK_FORMAT_R16G16B16A16_SFLOAT)
.DebugName("VkRenderBuffers.LightmapView")
.Create(fb->device);
auto cmdbuffer = fb->GetCommands()->GetTransferCommands();
int totalSize = w * h * count * pixelsize;
auto stagingBuffer = BufferBuilder()
.Size(totalSize)
.Usage(VK_BUFFER_USAGE_TRANSFER_SRC_BIT, VMA_MEMORY_USAGE_CPU_ONLY)
.DebugName("VkHardwareTexture.mStagingBuffer")
.Create(fb->device);
uint16_t one = 0x3c00; // half-float 1.0
const uint16_t* src = LMTextureData.Data();
uint16_t* data = (uint16_t*)stagingBuffer->Map(0, totalSize);
for (int i = w * h * count; i > 0; i--)
{
*(data++) = *(src++);
*(data++) = *(src++);
*(data++) = *(src++);
*(data++) = one;
}
stagingBuffer->Unmap();
VkImageTransition()
.AddImage(&Lightmap, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, true, 0, count)
.Execute(cmdbuffer);
VkBufferImageCopy region = {};
region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
region.imageSubresource.layerCount = count;
region.imageExtent.depth = 1;
region.imageExtent.width = w;
region.imageExtent.height = h;
cmdbuffer->copyBufferToImage(stagingBuffer->buffer, Lightmap.Image->image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
VkImageTransition()
.AddImage(&Lightmap, VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, false, 0, count)
.Execute(cmdbuffer);
fb->GetCommands()->TransferDeleteList->Add(std::move(stagingBuffer));
}