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xsl
2025-09-14 20:37:53 +08:00
parent e8cf1c6a2f
commit ef5f391ef5
2 changed files with 7 additions and 418 deletions
+5 -390
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@@ -1,23 +1,4 @@
/* Copyright (c) 2019-2025, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*
* Texture loading (and display) example (including mip maps)
*/
#include "texture_loading.h"
TextureLoading* TextureLoading::loadTextIns = nullptr;
@@ -44,7 +25,7 @@ TextureLoading::~TextureLoading()
}
destroy_texture(texture);
destroy_texture(cam_text);
vertex_buffer.reset();
index_buffer.reset();
uniform_buffer_vs.reset();
@@ -60,354 +41,6 @@ void TextureLoading::request_gpu_features(vkb::PhysicalDevice &gpu)
}
}
/*
Upload texture image data to the GPU
Vulkan offers two types of image tiling (memory layout):
Linear tiled images:
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.
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.
Linear tiling is thus only implemented for learning purposes, one should always prefer optimal tiled image.
Optimal tiled images:
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.
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
some sort of data copy, either from a buffer or a linear tiled image.
In Short: Always use optimal tiled images for rendering.
*/
void TextureLoading::load_texture()
{
// We use the Khronos texture format (https://www.khronos.org/opengles/sdk/tools/KTX/file_format_spec/)
std::string filename = vkb::fs::path::get(vkb::fs::path::Assets, "textures/metalplate01_rgba.ktx");
// ktx1 doesn't know whether the content is sRGB or linear, but most tools save in sRGB, so assume that.
VkFormat format = VK_FORMAT_R8G8B8A8_SRGB;
ktxTexture *ktx_texture;
KTX_error_code result;
result = ktxTexture_CreateFromNamedFile(filename.c_str(), KTX_TEXTURE_CREATE_LOAD_IMAGE_DATA_BIT, &ktx_texture);
if (ktx_texture == nullptr)
{
throw std::runtime_error("Couldn't load texture");
}
// assert(!tex2D.empty());
texture.width = ktx_texture->baseWidth;
texture.height = ktx_texture->baseHeight;
texture.mip_levels = ktx_texture->numLevels;
// We prefer using staging to copy the texture data to a device local optimal image
VkBool32 use_staging = true;
// Only use linear tiling if forced
bool force_linear_tiling = false;
if (force_linear_tiling)
{
// Don't use linear if format is not supported for (linear) shader sampling
// Get device properties for the requested texture format
VkFormatProperties format_properties;
vkGetPhysicalDeviceFormatProperties(get_device().get_gpu().get_handle(), format, &format_properties);
use_staging = !(format_properties.linearTilingFeatures & VK_FORMAT_FEATURE_SAMPLED_IMAGE_BIT);
}
VkMemoryAllocateInfo memory_allocate_info = vkb::initializers::memory_allocate_info();
VkMemoryRequirements memory_requirements = {};
ktx_uint8_t *ktx_image_data = ktx_texture->pData;
ktx_size_t ktx_texture_size = ktx_texture->dataSize;
if (use_staging)
{
// Copy data to an optimal tiled image
// This loads the texture data into a host local buffer that is copied to the optimal tiled image on the device
// Create a host-visible staging buffer that contains the raw image data
// This buffer will be the data source for copying texture data to the optimal tiled image on the device
VkBuffer staging_buffer;
VkDeviceMemory staging_memory;
VkBufferCreateInfo buffer_create_info = vkb::initializers::buffer_create_info();
buffer_create_info.size = ktx_texture_size;
// This buffer is used as a transfer source for the buffer copy
buffer_create_info.usage = VK_BUFFER_USAGE_TRANSFER_SRC_BIT;
buffer_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
VK_CHECK(vkCreateBuffer(get_device().get_handle(), &buffer_create_info, nullptr, &staging_buffer));
// Get memory requirements for the staging buffer (alignment, memory type bits)
vkGetBufferMemoryRequirements(get_device().get_handle(), staging_buffer, &memory_requirements);
memory_allocate_info.allocationSize = memory_requirements.size;
// Get memory type index for a host visible buffer
memory_allocate_info.memoryTypeIndex =
get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &staging_memory));
VK_CHECK(vkBindBufferMemory(get_device().get_handle(), staging_buffer, staging_memory, 0));
// Copy texture data into host local staging buffer
uint8_t *data;
VK_CHECK(vkMapMemory(get_device().get_handle(), staging_memory, 0, memory_requirements.size, 0, (void **) &data));
memcpy(data, ktx_image_data, ktx_texture_size);
vkUnmapMemory(get_device().get_handle(), staging_memory);
// Setup buffer copy regions for each mip level
std::vector<VkBufferImageCopy> buffer_copy_regions;
for (uint32_t i = 0; i < texture.mip_levels; i++)
{
ktx_size_t offset;
KTX_error_code result = ktxTexture_GetImageOffset(ktx_texture, i, 0, 0, &offset);
VkBufferImageCopy buffer_copy_region = {};
buffer_copy_region.imageSubresource.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
buffer_copy_region.imageSubresource.mipLevel = i;
buffer_copy_region.imageSubresource.baseArrayLayer = 0;
buffer_copy_region.imageSubresource.layerCount = 1;
buffer_copy_region.imageExtent.width = ktx_texture->baseWidth >> i;
buffer_copy_region.imageExtent.height = ktx_texture->baseHeight >> i;
buffer_copy_region.imageExtent.depth = 1;
buffer_copy_region.bufferOffset = offset;
buffer_copy_regions.push_back(buffer_copy_region);
}
// Create optimal tiled target image on the device
VkImageCreateInfo image_create_info = vkb::initializers::image_create_info();
image_create_info.imageType = VK_IMAGE_TYPE_2D;
image_create_info.format = format;
image_create_info.mipLevels = texture.mip_levels;
image_create_info.arrayLayers = 1;
image_create_info.samples = VK_SAMPLE_COUNT_1_BIT;
image_create_info.tiling = VK_IMAGE_TILING_OPTIMAL;
image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
// Set initial layout of the image to undefined
image_create_info.initialLayout = VK_IMAGE_LAYOUT_UNDEFINED;
image_create_info.extent = {texture.width, texture.height, 1};
image_create_info.usage = VK_IMAGE_USAGE_TRANSFER_DST_BIT | VK_IMAGE_USAGE_SAMPLED_BIT;
VK_CHECK(vkCreateImage(get_device().get_handle(), &image_create_info, nullptr, &texture.image));
vkGetImageMemoryRequirements(get_device().get_handle(), texture.image, &memory_requirements);
memory_allocate_info.allocationSize = memory_requirements.size;
memory_allocate_info.memoryTypeIndex = get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_DEVICE_LOCAL_BIT);
VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &texture.device_memory));
VK_CHECK(vkBindImageMemory(get_device().get_handle(), texture.image, texture.device_memory, 0));
VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
// Image memory barriers for the texture image
// The sub resource range describes the regions of the image that will be transitioned using the memory barriers below
VkImageSubresourceRange subresource_range = {};
// Image only contains color data
subresource_range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
// Start at first mip level
subresource_range.baseMipLevel = 0;
// We will transition on all mip levels
subresource_range.levelCount = texture.mip_levels;
// The 2D texture only has one layer
subresource_range.layerCount = 1;
// Transition the texture image layout to transfer target, so we can safely copy our buffer data to it.
VkImageMemoryBarrier image_memory_barrier = vkb::initializers::image_memory_barrier();
image_memory_barrier.image = texture.image;
image_memory_barrier.subresourceRange = subresource_range;
image_memory_barrier.srcAccessMask = 0;
image_memory_barrier.dstAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_UNDEFINED;
image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
// Source pipeline stage is host write/read execution (VK_PIPELINE_STAGE_HOST_BIT)
// Destination pipeline stage is copy command execution (VK_PIPELINE_STAGE_TRANSFER_BIT)
vkCmdPipelineBarrier(
copy_command,
VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_TRANSFER_BIT,
0,
0, nullptr,
0, nullptr,
1, &image_memory_barrier);
// Copy mip levels from staging buffer
vkCmdCopyBufferToImage(
copy_command,
staging_buffer,
texture.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
static_cast<uint32_t>(buffer_copy_regions.size()),
buffer_copy_regions.data());
// Once the data has been uploaded we transfer to the texture image to the shader read layout, so it can be sampled from
image_memory_barrier.srcAccessMask = VK_ACCESS_TRANSFER_WRITE_BIT;
image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL;
image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
// Source pipeline stage stage is copy command execution (VK_PIPELINE_STAGE_TRANSFER_BIT)
// Destination pipeline stage fragment shader access (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT)
vkCmdPipelineBarrier(
copy_command,
VK_PIPELINE_STAGE_TRANSFER_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &image_memory_barrier);
// Store current layout for later reuse
texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
get_device().flush_command_buffer(copy_command, queue, true);
// Clean up staging resources
vkDestroyBuffer(get_device().get_handle(), staging_buffer, nullptr);
vkFreeMemory(get_device().get_handle(), staging_memory, nullptr);
}
else
{
// Copy data to a linear tiled image
VkImage mappable_image;
VkDeviceMemory mappable_memory;
// Load mip map level 0 to linear tiling image
VkImageCreateInfo image_create_info = vkb::initializers::image_create_info();
image_create_info.imageType = VK_IMAGE_TYPE_2D;
image_create_info.format = format;
image_create_info.mipLevels = 1;
image_create_info.arrayLayers = 1;
image_create_info.samples = VK_SAMPLE_COUNT_1_BIT;
image_create_info.tiling = VK_IMAGE_TILING_LINEAR;
image_create_info.usage = VK_IMAGE_USAGE_SAMPLED_BIT;
image_create_info.sharingMode = VK_SHARING_MODE_EXCLUSIVE;
image_create_info.initialLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
image_create_info.extent = {texture.width, texture.height, 1};
VK_CHECK(vkCreateImage(get_device().get_handle(), &image_create_info, nullptr, &mappable_image));
// Get memory requirements for this image like size and alignment
vkGetImageMemoryRequirements(get_device().get_handle(), mappable_image, &memory_requirements);
// Set memory allocation size to required memory size
memory_allocate_info.allocationSize = memory_requirements.size;
// Get memory type that can be mapped to host memory
memory_allocate_info.memoryTypeIndex =
get_device().get_gpu().get_memory_type(memory_requirements.memoryTypeBits, VK_MEMORY_PROPERTY_HOST_VISIBLE_BIT | VK_MEMORY_PROPERTY_HOST_COHERENT_BIT);
VK_CHECK(vkAllocateMemory(get_device().get_handle(), &memory_allocate_info, nullptr, &mappable_memory));
VK_CHECK(vkBindImageMemory(get_device().get_handle(), mappable_image, mappable_memory, 0));
// Map image memory
void *data;
ktx_size_t ktx_image_size = ktxTexture_GetImageSize(ktx_texture, 0);
VK_CHECK(vkMapMemory(get_device().get_handle(), mappable_memory, 0, memory_requirements.size, 0, &data));
// Copy image data of the first mip level into memory
memcpy(data, ktx_image_data, ktx_image_size);
vkUnmapMemory(get_device().get_handle(), mappable_memory);
// Linear tiled images don't need to be staged and can be directly used as textures
texture.image = mappable_image;
texture.device_memory = mappable_memory;
texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Setup image memory barrier transfer image to shader read layout
VkCommandBuffer copy_command = get_device().create_command_buffer(VK_COMMAND_BUFFER_LEVEL_PRIMARY, true);
// The sub resource range describes the regions of the image we will be transition
VkImageSubresourceRange subresource_range = {};
subresource_range.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
subresource_range.baseMipLevel = 0;
subresource_range.levelCount = 1;
subresource_range.layerCount = 1;
// Transition the texture image layout to shader read, so it can be sampled from
VkImageMemoryBarrier image_memory_barrier = vkb::initializers::image_memory_barrier();
;
image_memory_barrier.image = texture.image;
image_memory_barrier.subresourceRange = subresource_range;
image_memory_barrier.srcAccessMask = VK_ACCESS_HOST_WRITE_BIT;
image_memory_barrier.dstAccessMask = VK_ACCESS_SHADER_READ_BIT;
image_memory_barrier.oldLayout = VK_IMAGE_LAYOUT_PREINITIALIZED;
image_memory_barrier.newLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
// Insert a memory dependency at the proper pipeline stages that will execute the image layout transition
// Source pipeline stage is host write/read execution (VK_PIPELINE_STAGE_HOST_BIT)
// Destination pipeline stage fragment shader access (VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT)
vkCmdPipelineBarrier(
copy_command,
VK_PIPELINE_STAGE_HOST_BIT,
VK_PIPELINE_STAGE_FRAGMENT_SHADER_BIT,
0,
0, nullptr,
0, nullptr,
1, &image_memory_barrier);
get_device().flush_command_buffer(copy_command, queue, true);
}
// now, the ktx_texture can be destroyed
ktxTexture_Destroy(ktx_texture);
// Calculate valid filter and mipmap modes
VkFilter filter = VK_FILTER_LINEAR;
VkSamplerMipmapMode mipmap_mode = VK_SAMPLER_MIPMAP_MODE_LINEAR;
vkb::make_filters_valid(get_device().get_gpu().get_handle(), format, &filter, &mipmap_mode);
// Create a texture sampler
// In Vulkan textures are accessed by samplers
// This separates all the sampling information from the texture data. This means you could have multiple sampler objects for the same texture with different settings
// Note: Similar to the samplers available with OpenGL 3.3
VkSamplerCreateInfo sampler = vkb::initializers::sampler_create_info();
sampler.magFilter = filter;
sampler.minFilter = filter;
sampler.mipmapMode = mipmap_mode;
sampler.addressModeU = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler.addressModeV = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler.addressModeW = VK_SAMPLER_ADDRESS_MODE_REPEAT;
sampler.mipLodBias = 0.0f;
sampler.compareOp = VK_COMPARE_OP_NEVER;
sampler.minLod = 0.0f;
// Set max level-of-detail to mip level count of the texture
sampler.maxLod = (use_staging) ? static_cast<float>(texture.mip_levels) : 0.0f;
// Enable anisotropic filtering
// This feature is optional, so we must check if it's supported on the device
if (get_device().get_gpu().get_features().samplerAnisotropy)
{
// Use max. level of anisotropy for this example
sampler.maxAnisotropy = get_device().get_gpu().get_properties().limits.maxSamplerAnisotropy;
sampler.anisotropyEnable = VK_TRUE;
}
else
{
// The device does not support anisotropic filtering
sampler.maxAnisotropy = 1.0;
sampler.anisotropyEnable = VK_FALSE;
}
sampler.borderColor = VK_BORDER_COLOR_FLOAT_OPAQUE_WHITE;
VK_CHECK(vkCreateSampler(get_device().get_handle(), &sampler, nullptr, &texture.sampler));
// Create image view
// Textures are not directly accessed by the shaders and
// are abstracted by image views containing additional
// information and sub resource ranges
VkImageViewCreateInfo view = vkb::initializers::image_view_create_info();
view.viewType = VK_IMAGE_VIEW_TYPE_2D;
view.format = format;
view.components = {VK_COMPONENT_SWIZZLE_R, VK_COMPONENT_SWIZZLE_G, VK_COMPONENT_SWIZZLE_B, VK_COMPONENT_SWIZZLE_A};
// The subresource range describes the set of mip levels (and array layers) that can be accessed through this image view
// It's possible to create multiple image views for a single image referring to different (and/or overlapping) ranges of the image
view.subresourceRange.aspectMask = VK_IMAGE_ASPECT_COLOR_BIT;
view.subresourceRange.baseMipLevel = 0;
view.subresourceRange.baseArrayLayer = 0;
view.subresourceRange.layerCount = 1;
// Linear tiling usually won't support mip maps
// Only set mip map count if optimal tiling is used
view.subresourceRange.levelCount = (use_staging) ? texture.mip_levels : 1;
// The view will be based on the texture's image
view.image = texture.image;
VK_CHECK(vkCreateImageView(get_device().get_handle(), &view, nullptr, &texture.view));
}
// Free all Vulkan resources used by a texture object
void TextureLoading::destroy_texture(Texture texture)
{
vkDestroyImageView(get_device().get_handle(), texture.view, nullptr);
@@ -776,7 +409,7 @@ bool TextureLoading::prepare(const vkb::ApplicationOptions &options)
std::cout << "Row stride: " << rowStride << std::endl;
std::cout << "Data size: " << dataSize << " bytes" << std::endl;
processWithVulkan(testImage.data(), width, height, 1, rowStride, dataSize);
processWithVulkan(testImage.data(), width, height, 1, rowStride, dataSize, texture);
generate_quad();
@@ -828,23 +461,20 @@ std::unique_ptr<vkb::Application> create_texture_loading()
void TextureLoadProcessWithVulkan(uint8_t* data, int width, int height, int format, int rowStride, size_t dataSize)
{
TextureLoading::Get()->processWithVulkan(data, width, height, format, rowStride, dataSize);
TextureLoading::Texture& cam_texture = TextureLoading::Get()->cam_text;
TextureLoading::Get()->processWithVulkan(data, width, height, format, rowStride, dataSize, cam_texture);
}
void TextureLoading::processWithVulkan(uint8_t* data, int width, int height, int format, int rowStride, size_t dataSize)
void TextureLoading::processWithVulkan(uint8_t* data, int width, int height, int format, int rowStride, size_t dataSize, Texture& out_texture)
{
Texture& out_texture = texture; //cam_text;
VkDevice& device = get_device().get_handle();
const VkPhysicalDevice& physicalDevice = get_device().get_gpu().get_handle();
// 检查是否需要创建新纹理
if (out_texture.image == VK_NULL_HANDLE) {
createTexture(device, physicalDevice, width, height, format, out_texture);
}
const VkCommandPool& commandPool = get_device().get_command_pool().get_handle();
// 更新纹理数据
updateTexture(device, physicalDevice, commandPool, queue, data, width, height,
rowStride, dataSize, out_texture);
}
@@ -856,7 +486,6 @@ void TextureLoading::createTexture(VkDevice device, VkPhysicalDevice physicalDev
texture.height = height;
texture.mip_levels = 1;
// 创建图像
VkImageCreateInfo imageInfo = {};
imageInfo.sType = VK_STRUCTURE_TYPE_IMAGE_CREATE_INFO;
imageInfo.imageType = VK_IMAGE_TYPE_2D;
@@ -876,7 +505,6 @@ void TextureLoading::createTexture(VkDevice device, VkPhysicalDevice physicalDev
throw std::runtime_error("Failed to create image!");
}
// 分配内存
VkMemoryRequirements memRequirements;
vkGetImageMemoryRequirements(device, texture.image, &memRequirements);
@@ -892,7 +520,6 @@ void TextureLoading::createTexture(VkDevice device, VkPhysicalDevice physicalDev
vkBindImageMemory(device, texture.image, texture.device_memory, 0);
// 创建图像视图
VkImageViewCreateInfo viewInfo = {};
viewInfo.sType = VK_STRUCTURE_TYPE_IMAGE_VIEW_CREATE_INFO;
viewInfo.image = texture.image;
@@ -908,7 +535,6 @@ void TextureLoading::createTexture(VkDevice device, VkPhysicalDevice physicalDev
throw std::runtime_error("Failed to create texture image view!");
}
// 创建采样器
VkSamplerCreateInfo samplerInfo = {};
samplerInfo.sType = VK_STRUCTURE_TYPE_SAMPLER_CREATE_INFO;
samplerInfo.magFilter = VK_FILTER_LINEAR;
@@ -939,7 +565,6 @@ void TextureLoading::updateTexture(VkDevice device, VkPhysicalDevice physicalDev
uint8_t* data, int width, int height,
int rowStride, size_t dataSize, Texture& texture) {
// 创建临时 staging buffer
VkBuffer stagingBuffer;
VkDeviceMemory stagingBufferMemory;
@@ -969,17 +594,13 @@ void TextureLoading::updateTexture(VkDevice device, VkPhysicalDevice physicalDev
vkBindBufferMemory(device, stagingBuffer, stagingBufferMemory, 0);
// 复制数据到 staging buffer
void* mappedData;
vkMapMemory(device, stagingBufferMemory, 0, dataSize, 0, &mappedData);
// 处理行步长不一致的情况
if (rowStride == width * 4) {
// 行步长匹配,直接复制
memcpy(mappedData, data, dataSize);
}
else {
// 需要逐行复制,处理 padding
uint8_t* dst = static_cast<uint8_t*>(mappedData);
const uint8_t* src = data;
size_t dstRowStride = width * 4;
@@ -993,15 +614,12 @@ void TextureLoading::updateTexture(VkDevice device, VkPhysicalDevice physicalDev
vkUnmapMemory(device, stagingBufferMemory);
// 创建命令缓冲区
VkCommandBuffer commandBuffer = beginSingleTimeCommands(device, commandPool);
// 转换图像布局为传输目标
transitionImageLayout(commandBuffer, texture.image,
VK_IMAGE_LAYOUT_UNDEFINED,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL);
// 复制 buffer 到 image
VkBufferImageCopy region = {};
region.bufferOffset = 0;
region.bufferRowLength = 0;
@@ -1017,21 +635,18 @@ void TextureLoading::updateTexture(VkDevice device, VkPhysicalDevice physicalDev
vkCmdCopyBufferToImage(commandBuffer, stagingBuffer, texture.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL, 1, &region);
// 转换图像布局为着色器读取
transitionImageLayout(commandBuffer, texture.image,
VK_IMAGE_LAYOUT_TRANSFER_DST_OPTIMAL,
VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL);
endSingleTimeCommands(device, commandPool, queue, commandBuffer);
// 清理临时资源
vkDestroyBuffer(device, stagingBuffer, nullptr);
vkFreeMemory(device, stagingBufferMemory, nullptr);
texture.image_layout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
}
// 辅助函数
uint32_t TextureLoading::findMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter,
VkMemoryPropertyFlags properties) {
VkPhysicalDeviceMemoryProperties memProperties;
+2 -28
View File
@@ -1,23 +1,3 @@
/* Copyright (c) 2019-2024, Sascha Willems
*
* SPDX-License-Identifier: Apache-2.0
*
* Licensed under the Apache License, Version 2.0 the "License";
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
/*
* Texture loading (and display) example (including mip maps)
*/
#pragma once
@@ -25,7 +5,6 @@
#include "api_vulkan_sample.h"
// Vertex layout for this example
struct TextureLoadingVertexStructure
{
float pos[3];
@@ -36,8 +15,6 @@ struct TextureLoadingVertexStructure
class TextureLoading : public ApiVulkanSample
{
public:
// Contains all Vulkan objects that are required to store and use a texture
// Note that this repository contains a texture class (vulkan_texture.h) that encapsulates texture loading functionality in a class that is used in subsequent demos
struct Texture
{
VkSampler sampler;
@@ -81,8 +58,6 @@ class TextureLoading : public ApiVulkanSample
TextureLoading();
~TextureLoading();
virtual void request_gpu_features(vkb::PhysicalDevice &gpu) override;
void load_texture();
void destroy_texture(Texture texture);
void build_command_buffers() override;
void draw();
void generate_quad();
@@ -96,17 +71,16 @@ class TextureLoading : public ApiVulkanSample
virtual void render(float delta_time) override;
virtual void view_changed() override;
virtual void on_update_ui_overlay(vkb::Drawer &drawer) override;
void destroy_texture(Texture texture);
public:
void processWithVulkan(uint8_t* data, int width, int height, int format, int rowStride, size_t dataSize);
void processWithVulkan(uint8_t* data, int width, int height, int format, int rowStride, size_t dataSize, Texture& out_texture);
void createTexture(VkDevice device, VkPhysicalDevice physicalDevice, int width, int height, int format, Texture& texture);
void updateTexture(VkDevice device, VkPhysicalDevice physicalDevice, VkCommandPool commandPool, VkQueue queue, uint8_t* data, int width, int height, int rowStride, size_t dataSize, Texture& texture);
// 辅助函数
uint32_t findMemoryType(VkPhysicalDevice physicalDevice, uint32_t typeFilter, VkMemoryPropertyFlags properties);
VkCommandBuffer beginSingleTimeCommands(VkDevice device, VkCommandPool commandPool);
void endSingleTimeCommands(VkDevice device, VkCommandPool commandPool, VkQueue queue, VkCommandBuffer commandBuffer);