Use base texture loading code for compute shader example, renamed main
This commit is contained in:
parent
575c5c2060
commit
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3 changed files with 6 additions and 323 deletions
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@ -216,7 +216,7 @@
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<ClCompile Include="..\..\..\base\vulkanandroid.cpp" />
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<ClCompile Include="..\..\..\base\vulkanandroid.cpp" />
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<ClCompile Include="..\..\..\base\vulkantools.cpp" />
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<ClCompile Include="..\..\..\base\vulkantools.cpp" />
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<ClCompile Include="android_native_app_glue.c" />
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<ClCompile Include="android_native_app_glue.c" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="computeparticles.cpp" />
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</ItemGroup>
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</ItemGroup>
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<Import Project="$(VCTargetsPath)\Microsoft.Cpp.targets" />
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<ImportGroup Label="ExtensionTargets">
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<ImportGroup Label="ExtensionTargets">
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@ -8,8 +8,8 @@
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</ItemGroup>
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</ItemGroup>
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<ItemGroup>
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<ItemGroup>
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<ClCompile Include="android_native_app_glue.c" />
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<ClCompile Include="android_native_app_glue.c" />
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<ClCompile Include="main.cpp" />
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<ClCompile Include="..\..\..\base\vulkanandroid.cpp" />
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<ClCompile Include="..\..\..\base\vulkanandroid.cpp" />
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<ClCompile Include="..\..\..\base\vulkantools.cpp" />
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<ClCompile Include="..\..\..\base\vulkantools.cpp" />
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<ClCompile Include="computeparticles.cpp" />
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</ItemGroup>
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</ItemGroup>
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</Project>
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</Project>
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@ -18,7 +18,7 @@
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#include <android/asset_manager.h>
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#include <android/asset_manager.h>
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#define GLM_FORCE_RADIANS
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#define GLM_FORCE_RADIANS
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#define GLM_DEPTH_ZERO_TO_ONE
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#define GLM_FORCE_DEPTH_ZERO_TO_ONE
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#include "glm/glm.hpp"
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#include "glm/glm.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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#include "glm/gtc/matrix_transform.hpp"
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@ -49,15 +49,7 @@ public:
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float uv[2];
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float uv[2];
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};
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};
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struct Texture {
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Texture texture;
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VkSampler sampler;
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VkImage image;
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VkImageLayout imageLayout;
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VkDeviceMemory deviceMemory;
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VkImageView view;
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uint32_t width, height;
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uint32_t mipLevels;
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} texture;
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VkDescriptorSetLayout descriptorSetLayout;
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VkDescriptorSetLayout descriptorSetLayout;
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VkDescriptorSet descriptorSet;
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VkDescriptorSet descriptorSet;
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@ -97,316 +89,6 @@ public:
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vkTools::UniformData uniformDataCompute;
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vkTools::UniformData uniformDataCompute;
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void loadTexture(const char* fileName, VkFormat format, bool forceLinearTiling)
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{
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VkFormatProperties formatProperties;
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VkResult err;
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AAsset* asset = AAssetManager_open(app->activity->assetManager, fileName, AASSET_MODE_STREAMING);
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assert(asset);
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size_t size = AAsset_getLength(asset);
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assert(size > 0);
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//char *textureData = new char[size];
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void *textureData = malloc(size);
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AAsset_read(asset, textureData, size);
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AAsset_close(asset);
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gli::texture2D tex2D(gli::load((const char*)textureData, size));
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assert(!tex2D.empty());
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texture.width = tex2D[0].dimensions().x;
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texture.height = tex2D[0].dimensions().y;
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texture.mipLevels = tex2D.levels();
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// Get device properites for the requested texture format
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vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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// Only use linear tiling if requested (and supported by the device)
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// Support for linear tiling is mostly limited, so prefer to use
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// optimal tiling instead
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// On most implementations linear tiling will only support a very
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// limited amount of formats and features (mip maps, cubemaps, arrays, etc.)
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VkBool32 useStaging = true;
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// Only use linear tiling if forced
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if (forceLinearTiling)
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{
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// Don't use linear if format is not supported for (linear) shader sampling
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useStaging = !(formatProperties.linearTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
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}
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VkImageCreateInfo imageCreateInfo = vkTools::initializers::imageCreateInfo();
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imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
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imageCreateInfo.format = format;
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imageCreateInfo.mipLevels = 1;
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imageCreateInfo.arrayLayers = 1;
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imageCreateInfo.samples = VK_SAMPLE_COUNT_1_BIT;
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imageCreateInfo.tiling = VK_IMAGE_TILING_LINEAR;
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imageCreateInfo.usage = (useStaging) ? VK_IMAGE_USAGE_TRANSFER_SRC_BIT : VK_IMAGE_USAGE_SAMPLED_BIT;
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imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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imageCreateInfo.flags = 0;
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imageCreateInfo.extent = { texture.width, texture.height, 1 };
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VkMemoryAllocateInfo memAllocInfo = vkTools::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs;
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startSetupCommandBuffer();
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if (useStaging)
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{
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// Load all available mip levels into linear textures
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// and copy to optimal tiling target
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struct MipLevel {
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VkImage image;
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VkDeviceMemory memory;
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};
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std::vector<MipLevel> mipLevels;
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mipLevels.resize(texture.mipLevels);
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// Copy mip levels
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for (uint32_t level = 0; level < texture.mipLevels; ++level)
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{
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imageCreateInfo.extent.width = tex2D[level].dimensions().x;
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imageCreateInfo.extent.height = tex2D[level].dimensions().y;
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imageCreateInfo.extent.depth = 1;
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err = vkCreateImage(device, &imageCreateInfo, nullptr, &mipLevels[level].image);
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assert(!err);
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vkGetImageMemoryRequirements(device, mipLevels[level].image, &memReqs);
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memAllocInfo.allocationSize = memReqs.size;
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getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &memAllocInfo.memoryTypeIndex);
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err = vkAllocateMemory(device, &memAllocInfo, nullptr, &mipLevels[level].memory);
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assert(!err);
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err = vkBindImageMemory(device, mipLevels[level].image, mipLevels[level].memory, 0);
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assert(!err);
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VkImageSubresource subRes = {};
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subRes.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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VkSubresourceLayout subResLayout;
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void *data;
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vkGetImageSubresourceLayout(device, mipLevels[level].image, &subRes, &subResLayout);
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assert(!err);
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err = vkMapMemory(device, mipLevels[level].memory, 0, memReqs.size, 0, &data);
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assert(!err);
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size_t levelSize = tex2D[level].size();
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memcpy(data, tex2D[level].data(), levelSize);
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vkUnmapMemory(device, mipLevels[level].memory);
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LOGW("setImageLayout %d", 1);
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// Image barrier for linear image (base)
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// Linear image will be used as a source for the copy
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vkTools::setImageLayout(
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setupCmdBuffer,
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mipLevels[level].image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL);
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}
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// Setup texture as blit target with optimal tiling
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imageCreateInfo.tiling = VK_IMAGE_TILING_OPTIMAL;
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imageCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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imageCreateInfo.mipLevels = texture.mipLevels;
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imageCreateInfo.extent = { texture.width, texture.height, 1 };
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err = vkCreateImage(device, &imageCreateInfo, nullptr, &texture.image);
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assert(!err);
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vkGetImageMemoryRequirements(device, texture.image, &memReqs);
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memAllocInfo.allocationSize = memReqs.size;
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getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT, &memAllocInfo.memoryTypeIndex);
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err = vkAllocateMemory(device, &memAllocInfo, nullptr, &texture.deviceMemory);
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assert(!err);
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err = vkBindImageMemory(device, texture.image, texture.deviceMemory, 0);
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assert(!err);
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// Image barrier for optimal image (target)
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// Optimal image will be used as destination for the copy
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vkTools::setImageLayout(
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setupCmdBuffer,
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texture.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_UNDEFINED,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
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// Copy mip levels one by one
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for (uint32_t level = 0; level < texture.mipLevels; ++level)
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{
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// Copy region for image blit
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VkImageCopy copyRegion = {};
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copyRegion.srcSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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copyRegion.srcSubresource.baseArrayLayer = 0;
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copyRegion.srcSubresource.mipLevel = 0;
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copyRegion.srcSubresource.layerCount = 1;
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copyRegion.srcOffset = { 0, 0, 0 };
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copyRegion.dstSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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copyRegion.dstSubresource.baseArrayLayer = 0;
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// Set mip level to copy the linear image to
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copyRegion.dstSubresource.mipLevel = level;
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copyRegion.dstSubresource.layerCount = 1;
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copyRegion.dstOffset = { 0, 0, 0 };
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copyRegion.extent.width = tex2D[level].dimensions().x;
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copyRegion.extent.height = tex2D[level].dimensions().y;
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copyRegion.extent.depth = 1;
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// Put image copy into command buffer
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vkCmdCopyImage(
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setupCmdBuffer,
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mipLevels[level].image, VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL,
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texture.image, VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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1, ©Region);
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// Change texture image layout to shader read after the copy
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texture.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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vkTools::setImageLayout(
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setupCmdBuffer,
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texture.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
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texture.imageLayout);
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}
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// Clean up linear images
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// No longer required after mip levels
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// have been transformed over to optimal tiling
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for (auto& level : mipLevels)
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{
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vkDestroyImage(device, level.image, nullptr);
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vkFreeMemory(device, level.memory, nullptr);
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}
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}
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else
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{
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// Prefer using optimal tiling, as linear tiling
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// may support only a small set of features
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// depending on implementation (e.g. no mip maps, only one layer, etc.)
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VkImage mappableImage;
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VkDeviceMemory mappableMemory;
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// Load mip map level 0 to linear tiling image
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err = vkCreateImage(device, &imageCreateInfo, nullptr, &mappableImage);
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assert(!err);
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// Get memory requirements for this image
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// like size and alignment
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vkGetImageMemoryRequirements(device, mappableImage, &memReqs);
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// Set memory allocation size to required memory size
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memAllocInfo.allocationSize = memReqs.size;
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// Get memory type that can be mapped to host memory
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getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT, &memAllocInfo.memoryTypeIndex);
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// Allocate host memory
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err = vkAllocateMemory(device, &memAllocInfo, nullptr, &mappableMemory);
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assert(!err);
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// Bind allocated image for use
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err = vkBindImageMemory(device, mappableImage, mappableMemory, 0);
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assert(!err);
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// Get sub resource layout
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// Mip map count, array layer, etc.
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VkImageSubresource subRes = {};
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subRes.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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VkSubresourceLayout subResLayout;
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void *data;
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// Get sub resources layout
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// Includes row pitch, size offsets, etc.
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vkGetImageSubresourceLayout(device, mappableImage, &subRes, &subResLayout);
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assert(!err);
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// Map image memory
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err = vkMapMemory(device, mappableMemory, 0, memReqs.size, 0, &data);
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assert(!err);
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// Copy image data into memory
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memcpy(data, tex2D[subRes.mipLevel].data(), tex2D[subRes.mipLevel].size());
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vkUnmapMemory(device, mappableMemory);
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// Linear tiled images don't need to be staged
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// and can be directly used as textures
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texture.image = mappableImage;
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texture.deviceMemory = mappableMemory;
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texture.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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// Setup image memory barrier
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vkTools::setImageLayout(
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setupCmdBuffer,
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texture.image,
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VK_IMAGE_ASPECT_COLOR_BIT, VK_IMAGE_LAYOUT_UNDEFINED,
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texture.imageLayout);
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}
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flushSetupCommandBuffer();
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// Create sampler
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// In Vulkan textures are accessed by samplers
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// This separates all the sampling information from the
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// texture data
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// This means you could have multiple sampler objects
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// for the same texture with different settings
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// Similar to the samplers available with OpenGL 3.3
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VkSamplerCreateInfo sampler = vkTools::initializers::samplerCreateInfo();
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sampler.magFilter = VK_FILTER_LINEAR;
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sampler.minFilter = VK_FILTER_LINEAR;
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sampler.mipmapMode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
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sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_CLAMP_TO_EDGE;
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sampler.addressModeV = sampler.addressModeU;
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sampler.addressModeW = sampler.addressModeU;
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sampler.mipLodBias = 0.0f;
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sampler.compareOp = VK_COMPARE_OP_NEVER;
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sampler.minLod = 0.0f;
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// Max level-of-detail should match mip level count
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sampler.maxLod = (useStaging) ? (float)texture.mipLevels : 0.0f;
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// Enable anisotropic filtering
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sampler.maxAnisotropy = 8;
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sampler.anisotropyEnable = VK_TRUE;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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err = vkCreateSampler(device, &sampler, nullptr, &texture.sampler);
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assert(!err);
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// Create image view
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// Textures are not directly accessed by the shaders and
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// are abstracted by image views containing additional
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// information and sub resource ranges
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VkImageViewCreateInfo view = vkTools::initializers::imageViewCreateInfo();
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view.image = VK_NULL_HANDLE;
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view.viewType = VK_IMAGE_VIEW_TYPE_2D;
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view.format = format;
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view.components = { VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A };
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view.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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view.subresourceRange.baseMipLevel = 0;
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view.subresourceRange.baseArrayLayer = 0;
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view.subresourceRange.layerCount = 1;
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// Linear tiling usually won't support mip maps
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||||||
// Only set mip map count if optimal tiling is used
|
|
||||||
view.subresourceRange.levelCount = (useStaging) ? texture.mipLevels : 1;
|
|
||||||
view.image = texture.image;
|
|
||||||
err = vkCreateImageView(device, &view, nullptr, &texture.view);
|
|
||||||
assert(!err);
|
|
||||||
}
|
|
||||||
|
|
||||||
// Free staging resources used while creating a texture
|
|
||||||
void destroyTextureImage(struct Texture texture)
|
|
||||||
{
|
|
||||||
vkDestroyImage(device, texture.image, nullptr);
|
|
||||||
vkFreeMemory(device, texture.deviceMemory, nullptr);
|
|
||||||
}
|
|
||||||
|
|
||||||
void initVulkan()
|
void initVulkan()
|
||||||
{
|
{
|
||||||
VulkanAndroidExampleBase::initVulkan();
|
VulkanAndroidExampleBase::initVulkan();
|
||||||
|
|
@ -414,6 +96,7 @@ public:
|
||||||
loadTexture(
|
loadTexture(
|
||||||
"textures/android_robot.ktx",
|
"textures/android_robot.ktx",
|
||||||
VK_FORMAT_R8G8B8A8_UNORM,
|
VK_FORMAT_R8G8B8A8_UNORM,
|
||||||
|
&texture,
|
||||||
false);
|
false);
|
||||||
|
|
||||||
createCommandBuffers();
|
createCommandBuffers();
|
||||||
|
|
@ -453,7 +136,7 @@ public:
|
||||||
vkDestroyBuffer(device, computeStorageBuffer.buffer, nullptr);
|
vkDestroyBuffer(device, computeStorageBuffer.buffer, nullptr);
|
||||||
vkFreeMemory(device, computeStorageBuffer.memory, nullptr);
|
vkFreeMemory(device, computeStorageBuffer.memory, nullptr);
|
||||||
|
|
||||||
destroyTextureImage(texture);
|
destroyTextureImage(&texture);
|
||||||
|
|
||||||
vkFreeCommandBuffers(device, cmdPool, 1, &computeCmdBuffer);
|
vkFreeCommandBuffers(device, cmdPool, 1, &computeCmdBuffer);
|
||||||
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue