ULRE/inc/hgl/graph/manager/TextureManager.h

86 lines
4.8 KiB
C++

#pragma once
#include<hgl/graph/manager/GraphManager.h>
#include<hgl/type/SortedSets.h>
#include<hgl/type/IDName.h>
#include<hgl/type/RectScope.h>
#include<hgl/graph/ImageRegion.h>
VK_NAMESPACE_BEGIN
class TextureManager:public GraphManager
{
SortedSets<Texture *> texture_list;
DeviceQueue *texture_queue;
TextureCmdBuffer *texture_cmd_buf;
public:
TextureManager();
virtual ~TextureManager();
public: //Buffer
DeviceBuffer *CreateTransferSourceBuffer(const VkDeviceSize,const void *data_ptr=nullptr);
public: //Image
VkImage CreateImage (VkImageCreateInfo *);
void DestroyImage (VkImage);
private: //texture
bool CopyBufferToImage (const CopyBufferToImageInfo *info,VkPipelineStageFlags destinationStage);
bool CopyBufferToImage (Texture *,DeviceBuffer *buf,const VkBufferImageCopy *,const int count,const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags);//=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool CopyBufferToImage2D (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic_list,const int bic_count, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic_list, bic_count, 0,1,dstStage);}
bool CopyBufferToImage2D (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic, 1, 0,1,dstStage);}
bool CopyBufferToImageCube (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic_list,const int bic_count, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic_list, bic_count, 0,6,dstStage);}
bool CopyBufferToImageCube (Texture *tex,DeviceBuffer *buf,const VkBufferImageCopy *bic, VkPipelineStageFlags dstStage){return CopyBufferToImage(tex,buf,bic, 1, 0,6,dstStage);}
bool CommitTexture2D (Texture2D *,DeviceBuffer *buf,VkPipelineStageFlags stage);
bool CommitTexture2DMipmaps (Texture2D *,DeviceBuffer *buf,const VkExtent3D &,uint32_t);
bool CommitTextureCube (TextureCube *,DeviceBuffer *buf,const uint32_t mipmaps_zero_bytes,VkPipelineStageFlags stage);
bool CommitTextureCubeMipmaps (TextureCube *,DeviceBuffer *buf,const VkExtent3D &,uint32_t);
bool SubmitTexture (const VkCommandBuffer *cmd_bufs,const uint32_t count=1); ///<提交纹理处理到队列
public: //Format
bool CheckFormatSupport(const VkFormat,const uint32_t bits,ImageTiling tiling=ImageTiling::Optimal)const;
bool CheckTextureFormatSupport(const VkFormat fmt,ImageTiling tiling=ImageTiling::Optimal)const{return CheckFormatSupport(fmt,VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT,tiling);}
bool CheckColorAttachmentFormatSupport(const VkFormat fmt)const{return CheckFormatSupport(fmt,VK_FORMAT_FEATURE_COLOR_ATTACHMENT_BIT,ImageTiling::Optimal);}
bool CheckDepthStencilAttachFormatSupport(const VkFormat fmt)const{return CheckFormatSupport(fmt,VK_FORMAT_FEATURE_DEPTH_STENCIL_ATTACHMENT_BIT,ImageTiling::Optimal);}
public: //Create/Chagne
Texture2D *CreateTexture2D(TextureData *);
Texture2D *CreateTexture2D(TextureCreateInfo *ci);
Texture2DArray *CreateTexture2DArray(TextureData *);
Texture2DArray *CreateTexture2DArray(TextureCreateInfo *ci);
Texture2DArray *CreateTexture2DArray(const uint32_t w,const uint32_t h,const uint32 l,const VkFormat fmt,const bool mipmaps);
TextureCube *CreateTextureCube(TextureData *);
TextureCube *CreateTextureCube(TextureCreateInfo *ci);
void Clear(TextureCreateInfo *);
bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const List<Image2DRegion> &,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool ChangeTexture2D(Texture2D *,DeviceBuffer *buf, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool ChangeTexture2D(Texture2D *,const void *data,const VkDeviceSize size, const RectScope2ui &, VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
// bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const List<Image2DRegion> &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool ChangeTexture2DArray(Texture2DArray *,DeviceBuffer *buf, const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
bool ChangeTexture2DArray(Texture2DArray *,const void *data,const VkDeviceSize size,const RectScope2ui &, const uint32_t base_layer,const uint32_t layer_count,VkPipelineStageFlags=VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT);
};//class TextureManager
VK_NAMESPACE_END