Fixed image memory barriers, code cleanup, additional comments
Refs #494
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1 changed files with 100 additions and 157 deletions
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@ -109,73 +109,23 @@ public:
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};
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}
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// Create an image memory barrier used to change the layout of an image and put it into an active command buffer
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void setImageLayout(VkCommandBuffer cmdBuffer, VkImage image, VkImageAspectFlags aspectMask, VkImageLayout oldImageLayout, VkImageLayout newImageLayout, VkImageSubresourceRange subresourceRange)
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{
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// Create an image barrier object
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VkImageMemoryBarrier imageMemoryBarrier = vks::initializers::imageMemoryBarrier();;
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imageMemoryBarrier.oldLayout = oldImageLayout;
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imageMemoryBarrier.newLayout = newImageLayout;
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imageMemoryBarrier.image = image;
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imageMemoryBarrier.subresourceRange = subresourceRange;
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/*
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Upload texture image data to the GPU
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// Only sets masks for layouts used in this example
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// For a more complete version that can be used with other layouts see vks::tools::setImageLayout
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Vulkan offers two types of image tiling (memory layout):
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// Source layouts (old)
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switch (oldImageLayout)
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{
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case VK_IMAGE_LAYOUT_UNDEFINED:
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// Only valid as initial layout, memory contents are not preserved
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// Can be accessed directly, no source dependency required
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imageMemoryBarrier.srcAccessMask = 0;
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break;
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case VK_IMAGE_LAYOUT_PREINITIALIZED:
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// Only valid as initial layout for linear images, preserves memory contents
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// Make sure host writes to the image have been finished
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imageMemoryBarrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
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break;
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case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
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// Old layout is transfer destination
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// Make sure any writes to the image have been finished
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imageMemoryBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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break;
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}
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Linear tiled images:
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These are stored as is and can be copied directly to. But due to the linear nature they're not a good match for GPUs and format and feature support is very limited.
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It's not advised to use linear tiled images for anything else than copying from host to GPU if buffer copies are not an option.
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Linear tiling is thus only implemented for learning purposes, one should always prefer optimal tiled image.
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// Target layouts (new)
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switch (newImageLayout)
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{
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case VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL:
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// Transfer source (copy, blit)
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// Make sure any reads from the image have been finished
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imageMemoryBarrier.dstAccessMask = VK_ACCESS_TRANSFER_READ_BIT;
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break;
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case VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL:
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// Transfer destination (copy, blit)
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// Make sure any writes to the image have been finished
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imageMemoryBarrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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break;
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case VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL:
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// Shader read (sampler, input attachment)
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imageMemoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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break;
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}
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// Put barrier on top of pipeline
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VkPipelineStageFlags srcStageFlags = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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VkPipelineStageFlags destStageFlags = VK_PIPELINE_STAGE_TOP_OF_PIPE_BIT;
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// Put barrier inside setup command buffer
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vkCmdPipelineBarrier(
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cmdBuffer,
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srcStageFlags,
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destStageFlags,
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VK_FLAGS_NONE,
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0, nullptr,
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0, nullptr,
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1, &imageMemoryBarrier);
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}
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Optimal tiled images:
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These are stored in an implementation specific layout matching the capability of the hardware. They usually support more formats and features and are much faster.
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Optimal tiled images are stored on the device and not accessible by the host. So they can't be written directly to (like liner tiled images) and always require
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some sort of data copy, either from a buffer or a linear tiled image.
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In Short: Always use optimal tiled images for rendering.
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*/
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void loadTexture()
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{
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// We use the Khronos texture format (https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/)
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@ -183,10 +133,6 @@ public:
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// Texture data contains 4 channels (RGBA) with unnormalized 8-bit values, this is the most commonly supported format
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VkFormat format = VK_FORMAT_R8G8B8A8_UNORM;
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// Set to true to use linear tiled images
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// This is just for learning purposes and not suggested, as linear tiled images are pretty restricted and often only support a small set of features (e.g. no mips, etc.)
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bool forceLinearTiling = false;
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#if defined(__ANDROID__)
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// Textures are stored inside the apk on Android (compressed)
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// So they need to be loaded via the asset manager
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@ -206,35 +152,32 @@ public:
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assert(!tex2D.empty());
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VkFormatProperties formatProperties;
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texture.width = static_cast<uint32_t>(tex2D[0].extent().x);
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texture.height = static_cast<uint32_t>(tex2D[0].extent().y);
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texture.mipLevels = static_cast<uint32_t>(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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// We prefer using staging to copy the texture data to a device local optimal image
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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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bool forceLinearTiling = false;
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if (forceLinearTiling) {
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// Don't use linear if format is not supported for (linear) shader sampling
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// Get device properites for the requested texture format
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VkFormatProperties formatProperties;
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vkGetPhysicalDeviceFormatProperties(physicalDevice, format, &formatProperties);
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useStaging = !(formatProperties.linearTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
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}
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VkMemoryAllocateInfo memAllocInfo = vks::initializers::memoryAllocateInfo();
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VkMemoryRequirements memReqs = {};
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if (useStaging)
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{
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if (useStaging) {
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// Copy data to an optimal tiled image
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// This loads the texture data into a host local buffer that is copied to the optimal tiled image on the device
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// Create a host-visible staging buffer that contains the raw image data
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// This buffer will be the data source for copying texture data to the optimal tiled image on the device
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VkBuffer stagingBuffer;
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VkDeviceMemory stagingMemory;
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@ -243,20 +186,17 @@ public:
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// This buffer is used as a transfer source for the buffer copy
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bufferCreateInfo.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
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bufferCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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VK_CHECK_RESULT(vkCreateBuffer(device, &bufferCreateInfo, nullptr, &stagingBuffer));
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// Get memory requirements for the staging buffer (alignment, memory type bits)
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vkGetBufferMemoryRequirements(device, stagingBuffer, &memReqs);
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memAllocInfo.allocationSize = memReqs.size;
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// Get memory type index for a host visible buffer
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memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &stagingMemory));
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VK_CHECK_RESULT(vkBindBufferMemory(device, stagingBuffer, stagingMemory, 0));
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// Copy texture data into staging buffer
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// Copy texture data into host local staging buffer
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uint8_t *data;
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VK_CHECK_RESULT(vkMapMemory(device, stagingMemory, 0, memReqs.size, 0, (void **)&data));
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memcpy(data, tex2D.data(), tex2D.size());
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@ -266,8 +206,7 @@ public:
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std::vector<VkBufferImageCopy> bufferCopyRegions;
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uint32_t offset = 0;
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for (uint32_t i = 0; i < texture.mipLevels; i++)
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{
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for (uint32_t i = 0; i < texture.mipLevels; i++) {
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VkBufferImageCopy bufferCopyRegion = {};
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bufferCopyRegion.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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bufferCopyRegion.imageSubresource.mipLevel = i;
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@ -283,7 +222,7 @@ public:
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offset += static_cast<uint32_t>(tex2D[i].size());
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}
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// Create optimal tiled target image
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// Create optimal tiled target image on the device
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VkImageCreateInfo imageCreateInfo = vks::initializers::imageCreateInfo();
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imageCreateInfo.imageType = VK_IMAGE_TYPE_2D;
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imageCreateInfo.format = format;
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@ -296,22 +235,19 @@ public:
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imageCreateInfo.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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imageCreateInfo.extent = { texture.width, texture.height, 1 };
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imageCreateInfo.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &texture.image));
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vkGetImageMemoryRequirements(device, texture.image, &memReqs);
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memAllocInfo.allocationSize = memReqs.size;
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memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &texture.deviceMemory));
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VK_CHECK_RESULT(vkBindImageMemory(device, texture.image, texture.deviceMemory, 0));
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VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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// Image barrier for optimal image
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// Image memory barriers for the texture image
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// The sub resource range describes the regions of the image we will be transition
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// The sub resource range describes the regions of the image that will be transitioned using the memory barriers below
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VkImageSubresourceRange subresourceRange = {};
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// Image only contains color data
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subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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@ -322,15 +258,26 @@ public:
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// The 2D texture only has one layer
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subresourceRange.layerCount = 1;
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// Optimal image will be used as destination for the copy, so we must transfer from our
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// initial undefined image layout to the transfer destination layout
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setImageLayout(
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// Transition the texture image layout to transfer target, so we can safely copy our buffer data to it.
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VkImageMemoryBarrier imageMemoryBarrier = vks::initializers::imageMemoryBarrier();;
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imageMemoryBarrier.image = texture.image;
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imageMemoryBarrier.subresourceRange = subresourceRange;
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imageMemoryBarrier.srcAccessMask = 0;
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imageMemoryBarrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
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imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
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// Source pipeline stage is host write/read exection (VK_PIPELINE_STAGE_HOST_BIT)
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// Destination pipeline stage is copy command exection (VK_PIPELINE_STAGE_TRANSFER_BIT)
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vkCmdPipelineBarrier(
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copyCmd,
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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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subresourceRange);
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VK_PIPELINE_STAGE_HOST_BIT,
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VK_PIPELINE_STAGE_TRANSFER_BIT,
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0,
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0, nullptr,
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0, nullptr,
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1, &imageMemoryBarrier);
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// Copy mip levels from staging buffer
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vkCmdCopyBufferToImage(
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@ -341,24 +288,35 @@ public:
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static_cast<uint32_t>(bufferCopyRegions.size()),
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bufferCopyRegions.data());
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// Change texture image layout to shader read after all mip levels have been copied
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texture.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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setImageLayout(
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// Once the data has been uploaded we transfer to the texture image to the shader read layout, so it can be sampled from
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imageMemoryBarrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
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imageMemoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
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imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
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// Source pipeline stage stage is copy command exection (VK_PIPELINE_STAGE_TRANSFER_BIT)
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// Destination pipeline stage fragment shader access (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT)
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vkCmdPipelineBarrier(
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copyCmd,
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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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subresourceRange);
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VK_PIPELINE_STAGE_TRANSFER_BIT,
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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0,
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0, nullptr,
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0, nullptr,
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1, &imageMemoryBarrier);
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// Store current layout for later reuse
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texture.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
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// Clean up staging resources
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vkFreeMemory(device, stagingMemory, nullptr);
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vkDestroyBuffer(device, stagingBuffer, nullptr);
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}
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else
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{
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} else {
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// Copy data to a linear tiled image
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VkImage mappableImage;
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VkDeviceMemory mappableMemory;
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@ -376,69 +334,57 @@ public:
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imageCreateInfo.extent = { texture.width, texture.height, 1 };
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &mappableImage));
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// Get memory requirements for this image
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// like size and alignment
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// Get memory requirements for this image 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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memAllocInfo.memoryTypeIndex = vulkanDevice->getMemoryType(memReqs.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
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// Allocate host memory
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VK_CHECK_RESULT(vkAllocateMemory(device, &memAllocInfo, nullptr, &mappableMemory));
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// Bind allocated image for use
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VK_CHECK_RESULT(vkBindImageMemory(device, mappableImage, mappableMemory, 0));
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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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// Map image memory
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void *data;
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VK_CHECK_RESULT(vkMapMemory(device, mappableMemory, 0, memReqs.size, 0, &data));
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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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// Copy image data of the first mip level into memory
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memcpy(data, tex2D[0].data(), tex2D[0].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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// Linear tiled images don't need to be staged 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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VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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// Setup image memory barrier transfer image to shader read layout
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VkCommandBuffer copyCmd = VulkanExampleBase::createCommandBuffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
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// The sub resource range describes the regions of the image we will be transition
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VkImageSubresourceRange subresourceRange = {};
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// Image only contains color data
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subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
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// Start at first mip level
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subresourceRange.baseMipLevel = 0;
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// Only one mip level, most implementations won't support more for linear tiled images
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subresourceRange.levelCount = 1;
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// The 2D texture only has one layer
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subresourceRange.layerCount = 1;
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setImageLayout(
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// Transition the texture image layout to shader read, so it can be sampled from
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VkImageMemoryBarrier imageMemoryBarrier = vks::initializers::imageMemoryBarrier();;
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imageMemoryBarrier.image = texture.image;
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imageMemoryBarrier.subresourceRange = subresourceRange;
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imageMemoryBarrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
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imageMemoryBarrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
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imageMemoryBarrier.oldLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
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imageMemoryBarrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
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// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
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// Source pipeline stage is host write/read exection (VK_PIPELINE_STAGE_HOST_BIT)
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// Destination pipeline stage fragment shader access (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT)
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vkCmdPipelineBarrier(
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copyCmd,
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texture.image,
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VK_IMAGE_ASPECT_COLOR_BIT,
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VK_IMAGE_LAYOUT_PREINITIALIZED,
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texture.imageLayout,
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subresourceRange);
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VK_PIPELINE_STAGE_HOST_BIT,
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VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
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0,
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0, nullptr,
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0, nullptr,
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1, &imageMemoryBarrier);
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VulkanExampleBase::flushCommandBuffer(copyCmd, queue, true);
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}
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@ -461,14 +407,11 @@ public:
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sampler.maxLod = (useStaging) ? (float)texture.mipLevels : 0.0f;
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// Enable anisotropic filtering
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// This feature is optional, so we must check if it's supported on the device
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if (vulkanDevice->features.samplerAnisotropy)
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{
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if (vulkanDevice->features.samplerAnisotropy) {
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// Use max. level of anisotropy for this example
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sampler.maxAnisotropy = vulkanDevice->properties.limits.maxSamplerAnisotropy;
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sampler.anisotropyEnable = VK_TRUE;
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}
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else
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{
|
||||
} else {
|
||||
// The device does not support anisotropic filtering
|
||||
sampler.maxAnisotropy = 1.0;
|
||||
sampler.anisotropyEnable = VK_FALSE;
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue