#include #include #include #include"BufferImageCopy2D.h" VK_NAMESPACE_BEGIN void GenerateMipmaps2D(TextureCmdBuffer *texture_cmd_buf,VkImage image,VkImageAspectFlags aspect_mask,VkExtent3D extent,const uint32_t mipLevels); TextureCube *GPUDevice::CreateTextureCube(TextureData *tex_data) { if(!tex_data) return(nullptr); return(new TextureCube(attr->device,tex_data)); } TextureCube *GPUDevice::CreateTextureCube(TextureCreateInfo *tci) { if(!tci)return(nullptr); if(tci->extent.width*tci->extent.height<=0)return(nullptr); if(tci->target_mipmaps==0) tci->target_mipmaps=(tci->origin_mipmaps>1?tci->origin_mipmaps:1); if(!tci->image) { ImageCubeCreateInfo ici(tci->usage,tci->tiling,tci->format,tci->extent,tci->target_mipmaps); tci->image=CreateImage(&ici); if(!tci->image) { Clear(tci); return(nullptr); } tci->memory=CreateMemory(tci->image); } if(!tci->image_view) tci->image_view=CreateImageViewCube(attr->device,tci->format,tci->extent,tci->target_mipmaps,tci->aspect,tci->image); TextureData *tex_data=new TextureData(tci); TextureCube *tex=CreateTextureCube(tex_data); if(!tex) { Clear(tci); return(nullptr); } if((!tci->buffer)&&tci->pixels&&tci->total_bytes>0) tci->buffer=CreateBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT,tci->total_bytes,tci->pixels); if(tci->buffer) { texture_cmd_buf->Begin(); if(tci->target_mipmaps==tci->origin_mipmaps) { if(tci->target_mipmaps<=1) //本身不含mipmaps,但也不要mipmaps { CommitTexture2D(tex,tci->buffer,tci->extent.width,tci->extent.height,VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT); } else //本身有mipmaps数据 { CommitTexture2DMipmaps(tex,tci->buffer,tci->extent.width,tci->extent.height,tci->mipmap_zero_total_bytes); } } else if(tci->origin_mipmaps<=1) //本身不含mipmaps数据,又想要mipmaps { CommitTexture2D(tex,tci->buffer,tci->extent.width,tci->extent.height,VK_PIPELINE_STAGE_TRANSFER_BIT); GenerateMipmaps2D(texture_cmd_buf,tex->GetImage(),tex->GetAspect(),tci->extent,tex_data->miplevel); } texture_cmd_buf->End(); SubmitTexture(*texture_cmd_buf); delete tci->buffer; } delete tci; return tex; } // //bool GPUDevice::CommitTexture2D(Texture2D *tex,GPUBuffer *buf,const VkBufferImageCopy *buffer_image_copy,const int count,VkPipelineStageFlags destinationStage) //{ // if(!tex||!buf) // return(false); // // ImageSubresourceRange subresourceRange(tex->GetAspect(),tex->GetMipLevel()); // // texture_cmd_buf->ImageMemoryBarrier(tex->GetImage(), // VK_PIPELINE_STAGE_HOST_BIT, // VK_PIPELINE_STAGE_TRANSFER_BIT, // 0, // VK_ACCESS_TRANSFER_WRITE_BIT, // VK_IMAGE_LAYOUT_UNDEFINED, // VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, // subresourceRange); // // texture_cmd_buf->CopyBufferToImage( // buf->GetBuffer(), // tex->GetImage(), // VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, // count, // buffer_image_copy); // // if(destinationStage==VK_PIPELINE_STAGE_TRANSFER_BIT) //接下来还有,一般是给自动生成mipmaps // { // texture_cmd_buf->ImageMemoryBarrier(tex->GetImage(), // VK_PIPELINE_STAGE_TRANSFER_BIT, // VK_PIPELINE_STAGE_TRANSFER_BIT, // VK_ACCESS_TRANSFER_WRITE_BIT, // VK_ACCESS_TRANSFER_WRITE_BIT, // VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, // VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, // subresourceRange); // } // else// if(destinationStage==VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT) //接下来就给fragment shader用了,证明是最后一步 // { // texture_cmd_buf->ImageMemoryBarrier(tex->GetImage(), // VK_PIPELINE_STAGE_TRANSFER_BIT, // VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT, // VK_ACCESS_TRANSFER_WRITE_BIT, // VK_ACCESS_SHADER_READ_BIT, // VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, // VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL, // subresourceRange); // } // // return(true); //} // //bool GPUDevice::CommitTexture2D(Texture2D *tex,GPUBuffer *buf,uint32_t width,uint32_t height,VkPipelineStageFlags destinationStage) //{ // if(!tex||!buf)return(false); // // BufferImageCopy buffer_image_copy(tex); // // return CommitTexture2D(tex,buf,&buffer_image_copy,1,destinationStage); //} // //bool GPUDevice::CommitTexture2DMipmaps(Texture2D *tex,GPUBuffer *buf,uint32_t width,uint32_t height,uint32_t total_bytes) //{ // if(!tex||!buf // ||width<=0||height<=0) // return(false); // // const uint32_t miplevel=tex->GetMipLevel(); // // AutoDeleteArray buffer_image_copy(miplevel); // // VkDeviceSize offset=0; // uint32_t level=0; // // buffer_image_copy.zero(); // // for(VkBufferImageCopy &bic:buffer_image_copy) // { // bic.bufferOffset = offset; // bic.bufferRowLength = 0; // bic.bufferImageHeight = 0; // bic.imageSubresource.aspectMask = tex->GetAspect(); // bic.imageSubresource.mipLevel = level++; // bic.imageSubresource.baseArrayLayer = 0; // bic.imageSubresource.layerCount = 1; // bic.imageOffset.x = 0; // bic.imageOffset.y = 0; // bic.imageOffset.z = 0; // bic.imageExtent.width = width; // bic.imageExtent.height= height; // bic.imageExtent.depth = 1; // // if(total_bytes<8) // offset+=8; // else // offset+=total_bytes; // // if(width>1){width>>=1;total_bytes>>=1;} // if(height>1){height>>=1;total_bytes>>=1;} // } // // return CommitTexture2D(tex,buf,buffer_image_copy,miplevel,VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT); //} // //bool GPUDevice::ChangeTexture2D(Texture2D *tex,GPUBuffer *buf,const List &ir_list,VkPipelineStageFlags destinationStage) //{ // if(!tex||!buf||ir_list.GetCount()<=0) // return(false); // // const int ir_count=ir_list.GetCount(); // int count=0; // // AutoDeleteArray buffer_image_copy(ir_count); // VkBufferImageCopy *tp=buffer_image_copy; // // VkDeviceSize offset=0; // // for(const Image2DRegion &sp:ir_list) // { // tp->bufferOffset = offset; // tp->bufferRowLength = 0; // tp->bufferImageHeight = 0; // tp->imageSubresource.aspectMask = tex->GetAspect(); // tp->imageSubresource.mipLevel = 0; // tp->imageSubresource.baseArrayLayer = 0; // tp->imageSubresource.layerCount = 1; // tp->imageOffset.x = sp.left; // tp->imageOffset.y = sp.top; // tp->imageOffset.z = 0; // tp->imageExtent.width = sp.width; // tp->imageExtent.height= sp.height; // tp->imageExtent.depth = 1; // // offset+=sp.bytes; // ++tp; // } // // texture_cmd_buf->Begin(); // bool result=CommitTexture2D(tex,buf,buffer_image_copy,ir_count,destinationStage); // texture_cmd_buf->End(); // SubmitTexture(*texture_cmd_buf); // return result; //} // //bool GPUDevice::ChangeTexture2D(Texture2D *tex,GPUBuffer *buf,uint32_t left,uint32_t top,uint32_t width,uint32_t height,VkPipelineStageFlags destinationStage) //{ // if(!tex||!buf // ||left<0||left+width>tex->GetWidth() // ||top<0||top+height>tex->GetHeight() // ||width<=0||height<=0) // return(false); // // BufferImageCopy buffer_image_copy(tex); // // texture_cmd_buf->Begin(); // bool result=CommitTexture2D(tex,buf,&buffer_image_copy,1,destinationStage); // texture_cmd_buf->End(); // SubmitTexture(*texture_cmd_buf); // return result; //} // //bool GPUDevice::ChangeTexture2D(Texture2D *tex,void *data,uint32_t left,uint32_t top,uint32_t width,uint32_t height,uint32_t size,VkPipelineStageFlags destinationStage) //{ // if(!tex||!data // ||left<0||left+width>tex->GetWidth() // ||top<0||top+height>tex->GetHeight() // ||width<=0||height<=0 // ||size<=0) // return(false); // // GPUBuffer *buf=CreateBuffer(VK_BUFFER_USAGE_TRANSFER_SRC_BIT,size,data); // // bool result=ChangeTexture2D(tex,buf,left,top,width,height,destinationStage); // // delete buf; // return(result); //} VK_NAMESPACE_END