115 lines
3.6 KiB
C++
115 lines
3.6 KiB
C++
/* SPDX-License-Identifier: GPL-2.0-or-later
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* Copyright 2022 Blender Foundation */
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/** \file
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* \ingroup gpu
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*/
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#pragma once
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#include "gpu_texture_private.hh"
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#include "vk_context.hh"
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namespace blender::gpu {
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class VKTexture : public Texture {
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VkImage vk_image_ = VK_NULL_HANDLE;
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VkImageView vk_image_view_ = VK_NULL_HANDLE;
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VmaAllocation allocation_ = VK_NULL_HANDLE;
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/* Last image layout of the texture. Frame-buffer and barriers can alter/require the actual
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* layout to be changed. During this it requires to set the current layout in order to know which
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* conversion should happen. #current_layout_ keep track of the layout so the correct conversion
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* can be done. */
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VkImageLayout current_layout_ = VK_IMAGE_LAYOUT_UNDEFINED;
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public:
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VKTexture(const char *name) : Texture(name) {}
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virtual ~VKTexture() override;
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void generate_mipmap() override;
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void copy_to(Texture *tex) override;
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void clear(eGPUDataFormat format, const void *data) override;
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void swizzle_set(const char swizzle_mask[4]) override;
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void stencil_texture_mode_set(bool use_stencil) override;
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void mip_range_set(int min, int max) override;
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void *read(int mip, eGPUDataFormat format) override;
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void update_sub(
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int mip, int offset[3], int extent[3], eGPUDataFormat format, const void *data) override;
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void update_sub(int offset[3],
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int extent[3],
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eGPUDataFormat format,
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GPUPixelBuffer *pixbuf) override;
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/* TODO(fclem): Legacy. Should be removed at some point. */
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uint gl_bindcode_get() const override;
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void image_bind(int location);
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VkImage vk_image_handle() const
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{
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BLI_assert(is_allocated());
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return vk_image_;
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}
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VkImageView vk_image_view_handle() const
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{
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BLI_assert(is_allocated());
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return vk_image_view_;
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}
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void ensure_allocated();
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protected:
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bool init_internal() override;
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bool init_internal(GPUVertBuf *vbo) override;
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bool init_internal(const GPUTexture *src, int mip_offset, int layer_offset) override;
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private:
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/** Is this texture already allocated on device. */
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bool is_allocated() const;
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/**
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* Allocate the texture of the device. Result is `true` when texture is successfully allocated
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* on the device.
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*/
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bool allocate();
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VkImageViewType vk_image_view_type() const;
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/* -------------------------------------------------------------------- */
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/** \name Image Layout
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* \{ */
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public:
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/**
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* Update the current layout attribute, without actually changing the layout.
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*
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* Vulkan can change the layout of an image, when a command is being executed.
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* The start of a render pass or the end of a render pass can also alter the
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* actual layout of the image. This method allows to change the last known layout
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* that the image is using.
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*
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* NOTE: When we add command encoding, this should partly being done inside
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* the command encoder, as there is more accurate determination of the transition
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* of the layout. Only the final transition should then be stored inside the texture
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* to be used by as initial layout for the next set of commands.
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*/
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void current_layout_set(VkImageLayout new_layout);
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VkImageLayout current_layout_get() const;
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/**
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* Ensure the layout of the texture. This also performs the conversion by adding a memory
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* barrier to the active command buffer to perform the conversion.
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*
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* When texture is already in the requested layout, nothing will be done.
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*/
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void layout_ensure(VKContext &context, VkImageLayout requested_layout);
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/** \} */
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};
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static inline VKTexture *unwrap(Texture *tex)
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{
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return static_cast<VKTexture *>(tex);
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}
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} // namespace blender::gpu
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