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1 changed files with 27 additions and 45 deletions
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@ -31,7 +31,6 @@ public:
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};
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// Contains all Vulkan objects that are required to store and use a texture
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// Note that this repository contains a texture class (VulkanTexture.hpp) that encapsulates texture loading functionality in a class that is used in subsequent demos
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struct Texture {
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VkSampler sampler{ VK_NULL_HANDLE };
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VkImage image{ VK_NULL_HANDLE };
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@ -50,7 +49,6 @@ public:
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glm::mat4 projection;
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glm::mat4 modelView;
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glm::vec4 viewPos;
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// This is used to change the bias for the level-of-detail (mips) in the fragment shader
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float lodBias = 0.0f;
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} uniformData;
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vks::Buffer uniformBuffer;
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@ -105,26 +103,15 @@ public:
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/*
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Upload texture image data to the GPU
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Vulkan offers two types of image tiling (memory layout):
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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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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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Unlike the texture(3d/array/etc) samples, this one uses the VK_EXT_host_image_copy to drasticly simplify the process
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of uploading an image from the host to the GPU. This new extension adds a way of directly uploading image data from
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host memory to an optimal tiled image on the device (GPU). This no longer requires a staging buffer in between, as we can
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now directly copy data stored in host memory to the image. The extension also adds new functionality to simplfy image barriers
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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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std::string filename = getAssetPath() + "textures/metalplate01_rgba.ktx";
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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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ktxResult result;
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ktxTexture* ktxTexture;
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@ -159,21 +146,18 @@ public:
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ktx_uint8_t *ktxTextureData = ktxTexture_GetData(ktxTexture);
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ktx_size_t ktxTextureSize = ktxTexture_GetSize(ktxTexture);
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// Copy data to an optimal tiled image using a direct
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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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imageCreateInfo.format = VK_FORMAT_R8G8B8A8_UNORM;
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imageCreateInfo.mipLevels = texture.mipLevels;
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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_OPTIMAL;
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imageCreateInfo.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
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// Set initial layout of the image to undefined
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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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// @todo: commtn
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// For images that use host image copy we need to specify the VK_IMAGE_USAGE_HOST_TRANSFER_BIT_EXT usage flag
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imageCreateInfo.usage = VK_IMAGE_USAGE_SAMPLED_BIT | VK_IMAGE_USAGE_HOST_TRANSFER_BIT_EXT;
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VK_CHECK_RESULT(vkCreateImage(device, &imageCreateInfo, nullptr, &texture.image));
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@ -185,12 +169,13 @@ public:
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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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// @todo: comment
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// With host image copy we can directly copy from the KTX image in host memory to the device
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// This is pretty straight forward, as the KTX image is already tightly packed, doesn't need and swizzle and as such matches
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// what the device expects
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// Set up copy information for all mip levels stored in the image
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std::vector<VkMemoryToImageCopyEXT> memoryToImageCopies{};
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for (uint32_t i = 0; i < texture.mipLevels; i++) {
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ktx_size_t offset;
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KTX_error_code ret = ktxTexture_GetImageOffset(ktxTexture, i, 0, 0, &offset);
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assert(ret == KTX_SUCCESS);
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// Setup a buffer image copy structure for the current mip level
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VkMemoryToImageCopyEXT memoryToImageCopy = {};
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memoryToImageCopy.sType = VK_STRUCTURE_TYPE_MEMORY_TO_IMAGE_COPY_EXT;
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@ -201,6 +186,12 @@ public:
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memoryToImageCopy.imageExtent.width = ktxTexture->baseWidth >> i;
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memoryToImageCopy.imageExtent.height = ktxTexture->baseHeight >> i;
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memoryToImageCopy.imageExtent.depth = 1;
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// This tells the implementation where to read the data from
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// As the KTX file is tightly packed, we can simply offset into that buffer for the current mip level
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ktx_size_t offset;
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KTX_error_code ret = ktxTexture_GetImageOffset(ktxTexture, i, 0, 0, &offset);
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assert(ret == KTX_SUCCESS);
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memoryToImageCopy.pHostPointer = ktxTextureData + offset;
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memoryToImageCopies.push_back(memoryToImageCopy);
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@ -212,6 +203,9 @@ public:
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subresourceRange.levelCount = texture.mipLevels;
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subresourceRange.layerCount = 1;
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// VK_EXT_host_image_copy als introduces a simplified way of doing the required image transition on the host
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// This no longer requires a dedicated command buffer to submit the barrier
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// We also no longer need multiple transitions, and only have to do one for the final layout
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VkHostImageLayoutTransitionInfoEXT hostImageLayoutTransitionInfo{};
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hostImageLayoutTransitionInfo.sType = VK_STRUCTURE_TYPE_HOST_IMAGE_LAYOUT_TRANSITION_INFO_EXT;
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hostImageLayoutTransitionInfo.image = texture.image;
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@ -221,6 +215,8 @@ public:
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vkTransitionImageLayoutEXT(device, 1, &hostImageLayoutTransitionInfo);
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// With the image in the correct layout and copy information for all mip levels setup, we can now issue the copy to our taget image from the host
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// The implementation will then convert this to an implementation specific optimal tiling layout
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VkCopyMemoryToImageInfoEXT copyMemoryInfo{};
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copyMemoryInfo.sType = VK_STRUCTURE_TYPE_COPY_MEMORY_TO_IMAGE_INFO_EXT;
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copyMemoryInfo.dstImage = texture.image;
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@ -244,25 +240,16 @@ public:
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sampler.compareOp = VK_COMPARE_OP_NEVER;
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sampler.minLod = 0.0f;
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sampler.maxLod = (float)texture.mipLevels;
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if (vulkanDevice->features.samplerAnisotropy) {
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sampler.maxAnisotropy = vulkanDevice->properties.limits.maxSamplerAnisotropy;
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sampler.anisotropyEnable = VK_TRUE;
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} else {
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sampler.maxAnisotropy = 1.0;
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sampler.anisotropyEnable = VK_FALSE;
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}
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sampler.maxAnisotropy = vulkanDevice->properties.limits.maxSamplerAnisotropy;
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sampler.anisotropyEnable = VK_TRUE;
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sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
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VK_CHECK_RESULT(vkCreateSampler(device, &sampler, nullptr, &texture.sampler));
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// Create image view
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VkImageViewCreateInfo view = vks::initializers::imageViewCreateInfo();
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view.viewType = VK_IMAGE_VIEW_TYPE_2D;
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view.format = format;
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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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view.subresourceRange.levelCount = texture.mipLevels;
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view.format = VK_FORMAT_R8G8B8A8_UNORM;
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view.subresourceRange = subresourceRange;
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view.image = texture.image;
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VK_CHECK_RESULT(vkCreateImageView(device, &view, nullptr, &texture.view));
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}
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@ -370,7 +357,6 @@ public:
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// Pool
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std::vector<VkDescriptorPoolSize> poolSizes = {
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 1),
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// The sample uses a combined image + sampler descriptor to sample the texture in the fragment shader
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vks::initializers::descriptorPoolSize(VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1)
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};
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VkDescriptorPoolCreateInfo descriptorPoolInfo = vks::initializers::descriptorPoolCreateInfo(poolSizes, 2);
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@ -400,11 +386,7 @@ public:
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// Binding 0 : Vertex shader uniform buffer
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_UNIFORM_BUFFER, 0, &uniformBuffer.descriptor),
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// Binding 1 : Fragment shader texture sampler
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// Fragment shader: layout (binding = 1) uniform sampler2D samplerColor;
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vks::initializers::writeDescriptorSet(descriptorSet,
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VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, // The descriptor set will use a combined image sampler (as opposed to splitting image and sampler)
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1, // Shader binding point 1
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&textureDescriptor) // Pointer to the descriptor image for our texture
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vks::initializers::writeDescriptorSet(descriptorSet, VK_DESCRIPTOR_TYPE_COMBINED_IMAGE_SAMPLER, 1, &textureDescriptor)
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};
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vkUpdateDescriptorSets(device, static_cast<uint32_t>(writeDescriptorSets.size()), writeDescriptorSets.data(), 0, nullptr);
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}
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