ppsspp/Common/GPU/Vulkan/VulkanImage.h
2024-04-06 17:12:32 +02:00

87 lines
3.1 KiB
C++

#pragma once
#include "VulkanLoader.h"
class VulkanContext;
class VulkanDeviceAllocator;
VK_DEFINE_HANDLE(VmaAllocation);
class VulkanBarrierBatch;
struct TextureCopyBatch {
std::vector<VkBufferImageCopy> copies;
VkBuffer buffer = VK_NULL_HANDLE;
void reserve(size_t mips) { copies.reserve(mips); }
bool empty() const { return copies.empty(); }
};
// Wrapper around what you need to use a texture.
// ALWAYS use an allocator when calling CreateDirect.
class VulkanTexture {
public:
VulkanTexture(VulkanContext *vulkan, const char *tag);
~VulkanTexture() {
Destroy();
}
// Fast uploads from buffer. Mipmaps supported.
// Usage must at least include VK_IMAGE_USAGE_TRANSFER_DST_BIT in order to use UploadMip.
// When using UploadMip, initialLayout should be VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL.
bool CreateDirect(int w, int h, int depth, int numMips, VkFormat format, VkImageLayout initialLayout, VkImageUsageFlags usage, VulkanBarrierBatch *barrierBatch, const VkComponentMapping *mapping = nullptr);
void ClearMip(VkCommandBuffer cmd, int mip, uint32_t value);
// Can also be used to copy individual levels of a 3D texture.
// If possible, will just add to the batch instead of submitting a copy.
void CopyBufferToMipLevel(VkCommandBuffer cmd, TextureCopyBatch *copyBatch, int mip, int mipWidth, int mipHeight, int depthLayer, VkBuffer buffer, uint32_t offset, size_t rowLength); // rowLength is in pixels
void FinishCopyBatch(VkCommandBuffer cmd, TextureCopyBatch *copyBatch);
void GenerateMips(VkCommandBuffer cmd, int firstMipToGenerate, bool fromCompute);
void EndCreate(VkCommandBuffer cmd, bool vertexTexture, VkPipelineStageFlags prevStage, VkImageLayout layout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
// For updating levels after creation. Careful with the timelines!
void PrepareForTransferDst(VkCommandBuffer cmd, int levels);
void RestoreAfterTransferDst(int levels, VulkanBarrierBatch *barriers);
// When loading mips from compute shaders, you need to pass VK_IMAGE_LAYOUT_GENERAL to the above function.
// In addition, ignore UploadMip and GenerateMip, and instead use GetViewForMip. Make sure to delete the returned views when used.
VkImageView CreateViewForMip(int mip);
void Destroy();
const char *Tag() const {
return tag_;
}
// Used in image copies, etc.
VkImage GetImage() const { return image_; }
// Used for sampling, generally.
VkImageView GetImageView() const { return view_; }
// For use with some shaders, we might want to view it as a single entry array for convenience.
VkImageView GetImageArrayView() const { return arrayView_; }
int32_t GetWidth() const { return width_; }
int32_t GetHeight() const { return height_; }
int32_t GetNumMips() const { return numMips_; }
VkFormat GetFormat() const { return format_; }
private:
void Wipe();
VulkanContext *vulkan_;
VkImage image_ = VK_NULL_HANDLE;
VkImageView view_ = VK_NULL_HANDLE;
VkImageView arrayView_ = VK_NULL_HANDLE;
VmaAllocation allocation_ = VK_NULL_HANDLE;
int16_t width_ = 0;
int16_t height_ = 0;
int16_t numMips_ = 1;
int16_t depth_ = 1;
VkFormat format_ = VK_FORMAT_UNDEFINED;
char tag_[64];
};